You conjure four magic feathers, each with the potential to hold a single illusory guise. These feathers have negligible Bulk and remain potent for the duration. As an Interact action, you can place one of these feathers into your hair or cap, or remove an already donned feather. When worn in this way, the feather causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity but not to impersonate a specific individual. This disguise also changes your voice and scent, but it doesn't disguise your mannerisms or behavior. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.
When you don a feather for the first time, you determine the illusory appearance that feather grants you, selecting the ancestry, age, gender, attire, and other visual features. For the duration, this feather is linked to that disguise. Wearing it in your hair or hat always imparts the linked appearance. Selecting a feather's appearance for the first time counts as setting up a disguise for the Impersonate use of Deception; attempt this Deception check at mythic proficiency.
You can only wear one feather at a time. When you remove a feather, you revert to your true appearance. If you give a feather to another creature, it can no longer impart a disguise.
Traits
An action with this trait requires a degree of mental concentration and discipline.
Effects and magic items with this trait involve false sensory stimuli.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.