Perception - Disbelief
Sometimes a character will perceive something that is
not real. This might be the result of a magical illusion, a
drug or anything else capable of tricking the character's
perceptions. Illusions and hallucinations may take one
of following two forms, if not a mix of both.
The first one is the character perceiving something
that is not there. This could be an illusory wall or pit, a
sound, a smell or anything else that a character's sense
could perceive if it was real.
The second one is masking or altering something
that is actually there. This could make a door seem like
a wall, or turn a character completely invisible, or mask
the sound of an ongoing battle.
Depending on its source, an illusion might be shared
between multiple characters, having them perceive the
exact same things.
However believable an illusion may be, it remains just
that: an illusion. Therefore, many illusions are automatically
disbelieved when interacted with. For example,
if a character were to jump across an illusory chasm
and fall in due to a failed Athletics check, the character
will simply fall on the ground. Even if they lack any
Discipline ranks, they do not have to roll to disbelieve
the illusion after being confronted to its falseness.
Yet, many illusions require interactions to allow a
check. If a character is searching a room which has a
door enchanted to look like a wall, the character will be
able to roll since they are looking for a way out of the
room are likely going to examine said wall — merely
standing in the room is not enough. In the case of
implausible illusions, such as finding a giant ice cube
in the middle of a hot desert, the character can roll a
Discipline check to disbelieve even though they are not
interacting with it.
Some interactions are automatic. For example, if the
character finds themselves in a room that should be
filled with a nauseous stench, the character are considered
to be interacting with the illusion by breathing. In
this case, the GM should allow a check.
In the end, it is up to the GM to decide whether a
check is allowed or not and under which circumstances.
The difficulty is based on how real the illusion appears
to be in this context. The more unlikely it is, the easier
it is to see through it.
EXAMPLE OF A DISBELIEF CHECK
Nicoli is an imperial agent. A few days ago, he was
investigating a suspected flesh sculptor who was seen in the area. Unfortunately, he was captured
in the process and has been detained since then in a
secret laboratory in an abandoned part of the
city's sewers. The flesh sculptor has been testing
many unidentified injections on him and Mark has
been mostly sick since his abduction. At some point,
he was able to escape his restraints while the scientist
was gone. He picks up whatever useful items he can
carry and heads out of the lab, finding himself in the
sewers.
Ignoring his exact position, he starts to wander
around hoping to find an exit. At some point, he
hears a familiar voice. When he turns around, he
sees his father. The man talks to Nicoli, telling him
how he failed as an imperial agent, that he is not
proud of him, and how there is no way he is going to
get out of these sewers alive.
Nicoli's father is actually a hallucination caused by
the drugs in his body. Nicoli's father actually left his family a
years ago. He was never good to his son and was
abusing him psychologically. The GM calls for an
Average (dd) Perception check since the presence
of his father is improbable at best. Yet, his impersonation
is convincing enough. The GM still adds b to
the pool since Mark knows his father has no reason
to be there along with him.
The roll generates shh. Nicoli knows that his
father is just a hallucination and is not intimidated
by him nor does he feels restricted in his actions. Yet,
the old man keeps talking to him and Nicoli finds
himself arguing with him, and himself, just trying
to shut him up. The GM spends a h to achieve this
effect, which has Nicoli adding a b on all his checks
while the drug's effects last. This is draining for
Nicoli and thus the GM spends the other h to have
him suffer a strain.
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