Viewing Effect - Forgery
Alter the appearance of an item

Create a Forgery Power


You can temporarily and superficially alter the appearance of an item so that it looks, feels, sounds, and smells like something else. The disguise must roughly match the size and shape of the original item and always conforms to a personal theme.

Other than its appearance, the object behaves as before, with no loss in functionality. Almost all normal people are fooled, but some more "enlightened" creatures may see the item for what it is.


The object may lose functionality if that functionality relied specifically on the external appearance of the item (for example, a mirror will not remain reflective, but a walkie-talkie can still receive messages).


Exert your Mind and spend a minute disguising an object within [[range]]. Its new appearance can be anything you like, but it must be of a similar size and shape, relatively generic (no specific, original works of art or signed letters), and it must fit within the theme of [[item-theme]]. The forgery lasts one hour. May have [[maximum-active]] running concurrently. Can be ended early. This Power is not obviously supernatural.

The disguise holds up to almost all non-supernatural scrutiny (exceptions may be made for scientific examination or being held by someone who is a master of items of that type). Supernatural investigation abilities and Powers can detect the object for what it is.

Forgery does not alter the composition, functionality, or weight of any item.


Examples of item themes include: "things found in a plumber's van," or "candy," or "objects from the 19th century" etc.


Switch (You may turn this Power on and off at will during its duration)

Quick (Power activation only takes 1 round.)

Mystic Remodeling (Your forgery may now trick supernatural means of detection, though it is not foolproof. Any would-be detector must make a detection roll and achieve an outcome of at least 3 Successes.)
If paired with the Resistible drawback, use that roll instead.

Density Shift (You may now alter the perceived weight of the object. The actual weight remains the same, for purposes of encumbrance.)
This doesn't remove the similar size requirement

Illusive Generalist (You may select an additional Theme to draw from for the appearances of your forged items)

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Shape-Shifter (Your forgery may now be a different size OR shape than the original item. Interacting with an item that has significantly altered shape or size allows even mortal observers a roll to discover that something is amiss.)

Durable (Your Forgeries last until you decide to dispel the effect.)

Flawless Forgery (Your Forgeries may now mimic specific objects within your theme, such as specific works of art, family heirlooms, signed papers, etc.)
You cannot take Illusive generalist with this Enhancement.

Psychic Papers (Instead of altering the item to a set appearance, you may verbally introduce the item and allow the observer's mind to fill in the specifics to match your introduction.)
The perceived version of the item must still fit within your themes, but is up to the GM.


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Favored Tool (You may only project a forged appearance on to a single specific item.)
This differs from Unique Focus in that that Drawback limits your accessibility to activating the power, not its targets. Imagine a "forge-o-matic-3000" device that alters the appearance of a wide variety of items.
Traumatic (Make a Trauma roll when you use this power)
Jury-rigged (When your Forgery expires, the original item is broken or otherwise rendered useless.)
Balance-wise, this Drawback should never be used for its destructive capabilities. In such situations, GMs SHOULD interpret the "broken" item to be anything inconvenient for the character. For example, if the target of the illusion was a pair of handcuffs the caster is wearing, perhaps they break by fusing in a locked state.
Involved Affair (This Power takes 45 minutes to activate.)
Delicate Illusion (Even mundane means of detection can pick up on your tricks from time to time. All observers get a roll to see if they are fooled.)
This roll is decided by the GM. Difficulty depends on how closely the target is interacting with the item. Observing from a distance is Difficulty 9. Holding / touching the item may be Difficulty 6. Three successes are required for a "complete" success in seeing through the illusion.
Illusive Specialist (You may only target items in a particular category.)
Category suggestions: Stolen items, rocks, guns, swords, papers, apparel, art, disgusting or ugly things, expensive items, etc. This differs from the Focus Drawback, as that one limits your accessibility to activating the power, not its targets. Imagine needing a sheet to drape over your target items for a big reveal vs only being able to alter the appearance of guns.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Maximum Active

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 1
  2. 3
  3. 8
  4. 20

Parameter - Range

Default Level: 0

Seasoned Threshold: 1

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Example Powers