Rank 1 (Pathetic)
Lie Convincingly [Social]: You can attempt to lie to someone about something as a Free Action whenever you speak. Telling a lie does not automatically grant them a check – they must use the Discern Deceit Intuition Power, detailed below.
Rank 2 (Untrained)
Sly Disposition [Social Stance]: You act evasive and flippant, making you harder to pin down. You gain a (1 + Your Tier) bonus to checks when using Guile Skill Powers, and your DC for Lie Convincingly is similarly raised. However, others gain a similar bonus when using Intimidate Skill Powers on you.
Innuendo [Social]: You may pass secret messages to others during public conversations. The DC for this check depends on your relationship with the target: 6 for close friends, 8 for those you are familiar with, 10 for casual acquaintances, and 12 for complete strangers. Using this power is a Free Action; it takes as long as your gesture or speech is, then you roll once at the end to see if the ideas were passed successfully.
Critical Success: You pass on the exact idea you intended, regardless of complexity. Moderate Success: You pass on somewhat complex ideas that could be conveyed in a single paragraph. Success: You pass on only simple ideas that could be conveyed in a single sentence. Failure: You pass along nothing but what you actually said. Moderate Failure: You pass along a meaning you did not intend, and are encouraged to suggest an alternate message to your DM, though they have the final decision. Critical Failure: Not only do you fail to pass on your message, but everyone around you knows that you just failed to do it, too. |
Rank 3 (Novice)
Combat Distraction [Social]: As a Swift Action, you can attempt to distract your target long enough to try and escape. The DC for this check is Target’s Level or (4 x Target’s Intelligence), whichever is higher. This distraction causes your opponent to briefly turn away from you and everything on your side of them, allowing you to take advantage of your distraction. Your target’s inattention lasts until your next Start Phase. If you are facing multiple attackers, you only roll once against all of their DCs. Anyone you distract with this power does not threaten you during your action.
Alternately, you may use this power to distract an enemy long enough for your allies to do something. This is resolved in a similar manner, except this distraction causes your opponent to turn towards you and everything on your side of them, allowing your allies to do something. If used in this manner, anyone you distract with this power does not threaten your allies during their action.
Moderate Success: You or your allies are able to take a Standard Action and a Shift Action without being noticed. Success: You or your allies can take a Shift Action without being noticed. Failure: You do not distract anyone. Moderate Failure: Your target acts as if they fell for your ruse, but they see your or your allies’ action and continue threatening any spaces around them. |
Streetwise [Tracking]: As a Downtime Action, when you are within a town (or your habitat, if you are a Pokemon) you can attempt to locate specific kinds of creatures who live there. When doing so, you may select one option below:
- Choose one of the Social stats, and then High or Low; if you selected High, then you look out for creatures that are Adept Skill Rank or higher, if you selected Low, then you look out for creatures that are Untrained Skill Rank or lower.
- Choose a Lifestyle, from Homeless to Rich. You look out for creatures of that Lifestyle.
- Choose a Crafting Category, Profession, or a Field of Knowledge, and then a Grade Rank, from Novice to Grandmaster. You cannot select a Grade Rank that is higher than your Tier + 1; for example, a Tier 2 creature could try to locate a Novice, Adept, or Expert Rank practitioner. You look out for creatures of that Grade Rank.
At the end of your action, you locate at least one creature that meets your specifications.
Cunning Disguise [Social]: You may disguise yourself or otherwise alter your appearance such that you do not appear to be yourself, even imitating the appearance of another person (or Pokemon, if you are one). If the disguise includes an outfit, you can alter either your height and weight by 1 category in either direction, but you cannot alter both. It takes at least 2d6 rounds to craft and apply a full facial disguise, and any height or weight adjustment or particularly complicated facial disguises (including specific people) take up to an Extended Action (S). You must have a disguise kit and whatever clothing is required to even attempt this creation. You can prepare disguises ahead of time, and these only take 1d4 rounds to apply, or 2d6 rounds for complex ones. If someone is assisting you in wearing your disguise and they also have this power, the listed time is reduced by half. Disguises are generally made for a specific individual to wear, and if you are applying a disguise not made for you, it takes an additional 1d4 rounds.
Your Guile check is made when you put the disguise on. The result, subject to modifiers in the table below, determines how good your disguise is and thus how difficult it is for others to see through it. Anyone who becomes suspicious of you may use the Discern Fraud Perception power or Discern Deceit Intuition power to try and find a flaw. If their check exceeds yours, they realize you are disguised and may act appropriately.
Condition | Example | Check Modifier |
Disguise Skin Tone | A white person wearing blackface. | -11 |
Disguise Gender | Female attempting to appear male. | -11 |
Disguise Species2 | Human attempting to appear as a Machoke | -21 |
Disguise Type2 | Magmar attempting to appear Water-type | -3 |
Disguise Size/Weight2 | Steelix attempting to appear Huge size or as WC 5 | -2 per size and weight category difference3 |
These penalties do not stack. Apply only the most severe at any one time.If you are applying these Conditions, your disguise becomes complex and takes more time to apply.A Rank prerequisite must be met before attempting to disguise yourself in this fashion. Use only the larger penalty of both rather than adding them together. You cannot shift a number of categories higher than your Tier. |
Rank 4 (Adept)
Mock and Deride [Social]: You can counter the Improve Person’s Attitude power of the Charm skill, twisting their words and causing them to err. The DC for this check is the check result that you are attempting to counter. If you can engage them directly, the effect of your derision applies to everyone your opponent was using their power on. Otherwise, this lowered result only counts within earshot of yourself (generally a 6 meter radius for a massive address). Using this power takes as long as the speech you are countering does. The DC for this check is increased by +2 for each ¼ of the speech you were not present for.
By every point you succeed on your check, your opponent treats their check result as one point lower. If you failed, then you do not change anyone’s opinion.
Masterful Disguise: When crafting a disguise, you may radically change your size and weight, exceeding the general alteration limits. You suffer a penalty to your check result as indicated in the table above. These disguises require a costume to function.
Rank 5 (Expert)
False Nature: When you are subject to the Size Up power, the creature identifying you must succeed on a Skill Check (depending on which Size Up they are using) against a DC of (4 x Your Tier) + Your Guile Ranks. If they fail this check, they gain no information about you whatsoever. You may suppress this power (in full or in part) as a non-action, but is assumed active unless you state otherwise.
You may actively fool your enemies with this power by passing a DC 12 Guile check after 1 minute of concentration, allowing you to present yourself as a different Tier and with different Abilities, Capabilities, and Moves. If you are successful, you are treated as having that information until a creature succeeds on the required check as indicated above. This false nature persists until you cancel it as a Free Action or you begin concentrating to select new information.
Elemental Paints: You can craft colored ointments that give you a single Type or change your Secondary Type if you have one. These ointments require 1 minute to apply, in addition to the regular disguise application period, but last for 24 hours once put on. Multiple applications do not stack – only the most recent application provides any bonus. Aside from this changed Type, you use the regular rules to disguise yourself as another creature, but no longer suffer a penalty for a substantially different skin color.
These ointments are made in batches of 5 uses, and require either a complete day of work or 5 days of 1 hour adjustments to complete. A sealed batch will only keep for 10 days.
Rank 6 (Master)
False Thoughts: When you are subject to Telepathy, Aura Reading, or anything with the [Mind-Affecting] tag, any effect that would reveal information about your actual capabilities (not Capabilities) or any effect that would determine whether or not you were lying results in the creature using it on you making an Intuition check against a DC of (6 x Your Tier) + Your Guile Ranks to gain information about you. If the creature fails this check, they believe their powers are working, but gain no information about your mind, capabilities, or truthfulness. You may suppress this power (in full or in part) as a non-action, but is assumed active unless you state otherwise.
You can also craft a set of false thoughts and history to present to these effects. This requires 5 minutes of concentration and a DC 13 Guile check. If you successfully craft a set of false thoughts, these thoughts and memories are accessed if the creature fails the required check. You retain access to all your memories and abilities while this is active. You may cancel a false mind as Free Action, and is automatically cancelled if you begin concentrating to set a different false mind.
Additionally, while you have an active set of false thoughts, you gain the benefits of the above power when subject to a [Charm] effect. If the creature fails the check, the effect is only applied to your false thoughts, so you may not be charmed into revealing yourself, compelled into cancelling your false mind, nor use powers not possessed by your false mind against allies. You may not act as yourself while your false mind is under a [Charm] effect, and are somewhat trapped by your own falsehood. You may still cancel the false mind as a Free Action, but any active [Charm] effects are transferred to your normal self when this occurs.
Transfiguration [Magic]: Sometimes you need to pretend to be something that is drastically different from you. You can create and apply special compounds and objects that allow you to survive and fit in where you probably wouldn’t otherwise. Transfigurations do not require clothing or coverings of some kind to build upon, as they are actual physical transformations. Any gear that cannot be used by your new form is left behind on the ground when the transfiguration is complete.
When you take on a transfiguration, you make a Guile check against DC 8, but suffer a -2 penalty to your check per selection made below. Your result determines how long your transfiguration holds before another check is required, as well as the DC to recognize you are not what you appear to be. This power is a Tier 3 [Magic] effect and is opposed by the Discern Magic power of Perception and Intuit Magic power of Intuition. Some creatures may lack the skill to see through your Transfiguration at all, but those who do may be able to find the points of failure in it.
Applying a Transfiguration requires 1 minute, or 3 rounds if you have assistance from someone trained in their use. Each Transfiguration carries its own physical pieces that bind the changes on the wearer. If a piece is lost, damaged, or removed, some or all of the Transfiguration will fail and you revert to your normal form. You may ready and maintain a number of Transfiguration selections equal to your Guile Rank. These selections may be combined to 1 Transfiguration with a large number of selections, to a large number of Transfigurations with a single selection, or some distribution in-between. If some or all of these are lost or used up, they can be restored with an hour of work. There is no cost associated with this, in money or declared time, and generally happens during nightly Downtime Actions. If time cannot be spared to maintain a Transfiguration, it will remain viable for up to 10 days.
- Specify an appearance, either your own or a specific type of creature. Skin tone, hair color, body shape, and more may be determined, although extreme changes may require selections of height/weight changes to complete. This may be selected twice to allow you to specify a specific creature other than yourself.
- Size or weight change of 1 category. This may be selected twice to achieve a size or weight change of 2 categories. You gain all appropriate bonuses and penalties when changing size categories.
- You may gain a single Type. This may be selected twice to gain a Secondary Type or to replace your Primary Type if you have one. This bonus does not stack with Elemental Paints – using one overrides the other.
- You may gain a Movement type if you do not already have it (except Burrow), equal to half your Overland movement. This may be selected twice to gain your full Overland movement. If you already have it, you may select this once to add half your Overland movement to it.
- The Gilled or Breathless Capability.
- The Darkvision Capability.
- Gain partially functional appendages, such as an additional set of arms or a tail. This may be selected multiple times to gain further sets of appendages. These appendages may not activate items, exert strong forces, or attack, but they can grasp and hold objects.
You can determine the outward physical changes of your Transfiguration when you create it, and can make your disguise look like yourself or anything you feel like hiding your abilities behind. If you don’t try to make it look like yourself or something specific, you will look like “something else”. Other humans and Pokemon probably find you unsettling and weird-looking.
Critical Success: You can maintain your Transfiguration for 8 hours without making more checks. Moderate Success: You may maintain it for 2 hours without further checks. Success: You may maintain it for the next 30 minutes without further checks. Failure: It will only last normally for the next 10 minutes, then a random selection fails (possibly causing other selections to fail if they are dependent upon it), and you must fully reapply your Transfiguration before you can make further checks. Moderate Failure: 1d4 random selections immediately fail and you will revert back to normal in 5 minutes. Better hurry! |
Rank 7 (Grandmaster)
False Self [Magic]: When you are subject to any effects with the [Tracking] tag that would try to find your location, the creature using it on you makes an Intuition check against a DC of (4 x Your Tier) + Your Guile Ranks to learn where you are. If they do not succeed on this check, their effect fails. If you spend 10 minutes in concentration and succeed on a DC 14 Guile check, you may set up a redirect for any [Tracking] effects against you. You must touch a creature of your same Type within 1 minute of successfully making this check, or you must repeat the preparation time and check. After a successful check and touch, whenever you are targeted with a [Tracking] effect and the creature does not succeed on the required check, the effect instead targets the touched individual. You may cancel this redirection as a Free Action, and it is automatically cancelled if you begin concentrating to select a new target.
Fantastic Transfiguration: You gain additional Transfiguration power selections, shown below, and may ignore the first 2 selections when determining your check penalty. Additionally, you may create and maintain up to twice your Guile Ranks in Transfiguration selections, grouped as you like.
- You may change up to 4 size or weight categories.
- Any Capability without the [Legendary] tag.
- You may gain a Burrow speed equal to one quarter your Overland movement. This may be selected twice to bring your Burrow speed up to half your Overland movement, but may not be advanced further than that.
- Additional reach of 1 meter with your primary appendages. This may be selected again to increase your reach by 2 meters.
Rank 8 (Virtuoso): Mythic Transfiguration: You gain additional Transfiguration power selections, shown below, and may ignore the first 6 selections when determining your check penalty. Additionally, you may create and maintain up to three times your Guile Ranks in Transfiguration selections, grouped as you like.
- Type Immunity. This counts as 2 selections of a Type.
- You may change up to 8 size or weight categories.
- A Capability with the [Legendary] tag. This counts as 2 selections of a Capability.
- Full function from one set of added appendages. This may be selected again for each set of appendages you have added.
- Your movement limits are equal to twice your Overland movement (or equal to it, in the case of Burrow), but you must still pay for these speeds appropriately.