Illusion (Action Powers Form)

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Heroic Action Role-Play

Illusion is the art of perception and deception. It is concerned with image, not substance. Illusion powers are most often used to deceive, but they can be used to educate and to discern new things.

Illusions normally create images of creatures and objects that are objectively real in the sense that there it registers on physical senses, including those of living creatures and sensory devices. Such images are still unreal in that they are mere projections, not the actual physical thing projected. An illusion cannot affect objects (other than sensors) unless the power explicitly says it can. An illusion of weight would cause scales to react, but could not cause a bridge to collapse. A lift with a weight limit sensor could shut off, but if the sensor is overridden, the lift would work normally despite the illusory overload.

Certain illusions are subjective and are even more unreal, to the point that they can only be perceived by creatures directly targeted. Such phantasms mean that two creatures watching the same scene can perceive things completely differently.

Alternate Names: Mirage, Phantasm

Associations

Creature : Spectres
Skill : Dodge
Attribute : Reflexes
Sense : All senses
Mood : Playful
Blast: Illusory damage.

Illusion Cantrips

Basic Action

You can change the color of objects. You can create translucent free-floating images and animate them by concentrating. These effects are limited to one cubic meter. You can change ambient lightning, sounds, and small visual details altering the atmosphere and level of illumination of a person, room, or other small area. You cannot create complete darkness or blinding light.

Charm Illusion

Charm Spectres

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Spectres.

Consensual Reality

Basic Action

You can transfer control of an illusion to the collective subconscious of those present. This means you no longer have to concentrate or maintain a stance to control the illusion, and it will behave as everybody present and believing in it expects it to act. Thus, an illusion of a guard will continue his duties, but could be relived by other guards or even play a simple game of dice with them. The illusion's effective skill is equal to the number of people who are currently sensing and believing in it, which can make consensual reality very hard to disbelieve. However, it doesn't make the illusory creature any more powerful, not does it grant abilities the original illusion did not have.

Glamored Gift

Basic Action

You describe an object to your target and change the appearance an object you take out or present.

The Body of the imitated object is the difficulty, and the illusion remains on the object 15 minutes per point of Outcome. If the object has a Body higher than your Mind. you suffer a -1 penalty per point of difference. With an opposed Charm roll the illusion will pass inspection. Extremely valuable or intricate objects count as having a high Body when calculating the difficulty, at the GMs discretion.

The illusion will conform to the general description you gave, but gets its exact details from each observer's mind. This means that each observer sees a slightly different object. People discussing the details of the object can make Create rolls against your Charm to discover they are not seeing the same thing.

Illusion of Normality

Basic Action or Limit Break

Win an opposed Charm check to convince others that a situation is in fact perfectly normal; that there is no need to act on it or protest against it. The target turns a blind eye and acts that would normally cause alarm or consternation. Nor will targets report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Direct threat or harm to the target or its friends breaks the illusion. It otherwise lasts for a scene.

As a Basic Action, this affects one target. As a Limit Break this affects all targets in a radius equal to your Charm. Unnamed bystanders and other uninvolved parties are generally automatically affected with no need for a roll.

Mask

Basic Action

You assume an illusory appearance. This can be anything of the same basic form and from half to twice as big as you are. Mask is an Acting & Disguise stunt. You can mimic a specific person if you are familiar with their looks and mannerisms or have used Capture Scene on them.

You can use Mask on another, but they must use their own Charm to keep it up and you must renew the Mask every hour or so.

Mask of Normality

Stance

You disguise yourself as perfectly normal, unworthy of special attention, with no need to act on or protest against you. Observers turn a blind eye towards actions and appearance that would normally cause alarm or consternation. Nor will they report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Threat or harm to the target, its friends or interests breaks the illusion as will actions that would cause alarm if done by an ordinary person, such as moving past a guard at a check point.

Phantasm

Basic Action

You can send false sensory signals to a subject's mind. The subject sees, hears, smells, feels or tastes something that isn't there. The nature of the phantasm is entirely up to you, but a believable phantasm is generally more effective. The target, and only the target, can interact with the phantasm, and it behaves as an unnamed character or normal object would.

Use the rules for Interaction Stunts, nothing that anything is possible, but not everything is believable. To maintain a Phantasm you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears. Sometimes, the GM might demand further Charm rolls to see how believable the phantasm is.

Skit

Basic Action

This is an illusion of one or more creatures, designed to fool or create an artistic effect - but not necessarily a comedy. To maintain a Skit you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears.

You can make up to Mind creatures, with no more than Charm meters between any two creatures that are part of the same skit.

Skit are interaction stunts, using opposed Charm skill rolls to try and trick onlookers into believing in them. A well thought out Skit can often get a hefty situation bonus, and all who see the Skit can be fooled by a single use; make a separate roll against each potential target. What the Skit is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.

In combat, a Skit can fool people, making them waste shots or suffer setbacks, but it does not create a target or attacker. A Setback might make targets may believe they are being attacked or attacking a target and act appropriately, but that is a part of the setback, not of the skit power.

Steal the Stars

Basic Action

You fool the the target into thinking you stole something from the environment that is not absolutely essential, but that the target treasures. Examples include the sun, the color blue, stars, moon, a landmark, a creature, or other thing significant to the target.

Make an opposed Charm (selecting an appropriate thing to steal is part of this). On a success, you have stolen this precious phenomenon from the target. The stolen thing becomes a palm-sized object in your hand. Until the target recovers the stolen object, it cannot spend Fortune points. This is a Curse, but anyone holding the object created can end it by giving it to the target or restoring it to its place in the target's perception. Anyone holding the object can use it as an Advantage against the target, which ends the power. Otherwise the object can be dispelled, but not physically destroyed.

Create Illusion

Illusory Apparel

Basic Action

You create illusory clothes on up to your Mind willing creatures within Mind meters. You can instead affect a single unwilling target with a Create vs. Dodge check, with normal range penalties. Each target can get a separate outfit.

You can use this to set up a Acting & Disguise stunt. As long as clothes alone are sufficient to create an identity, targets can do a Acting & Disguise stunt using your Create skill.

The illusion can last for the rest of the session or until an event you decide on. You can mimic a specific outfit if you are familiar with it or have used Capture Scene on it. Close inspection allows an opposed Create roll to discover the illusory nature of the clothes. A creature that has seen through the illusion can make a melee attack that negates the illusion on that target.

Kaleidoscope

Basic Action

Create an area of shifting colors and images with a diameter equal to your Create roll in meters.

The affected area becomes treacherous to the senses; it is possible to sense what is near, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance. This will fool even extraordinary senses or powers that enhance the senses.

Scenery

Basic Action

You create a scene. In this area, you can change the appearance and feel of all objects and even create entirely new illusory objects and background creatures. You can make dangerous objects appear harmless (creating a Trap, create Cover or hindering terrain, create a distraction, create an illusory shop with illusory wares, or just to set the mood for a scene. You can change the apparent apparel and grooming of creatures in the area, but not disguise their appearance.

The illusion will fool all senses. After an hour sitting on a tree trunk disguised as an opulent couch someone might get a backache, but he will not realize why. Close inspection, trading illusory goods, or actual physical effects on a victim allows an opposed Create roll to discover the illusory nature of the scenery.

You can completely control scenery up to your Create meters in diameter. If you make the scenery larger, you control lessen. At ten times the size, you can change color, form, and sound but not scent or touch. At a hundred times the size, you can only make changes in color.

Scenery lasts for a scene. To maintain the Scenery you need to spend a Basic Action on it each scene, at the end of a scene in which you did not spend a Basic Action on it, it disappears.

Dodge Illusion

Displacement

Trigger Action (Defense)

Your Dodge increases by +3 for the current shot. If you are missed, you can Sneak to become hidden, even in a location where you do not have concealment.

Mirror Image

Basic Action

You create 5 mirror images, illusions of yourself that stay in your immediate vicinity and act as if they were you. You a bonus to Dodge equal to the number of images you have at the moment, but not against area attacks. Each attack which misses you causes one image to disappear. The images otherwise last for a scene, or until you dismiss them.

Remember that skill bonuses do not stack, this is not cumulative with other Dodge bonuses. The images are obvious, which makes them obnoxious in many situations.

Monkey Roll

Trigger Action (Result)

After you have been damaged by an attack, you can use Monkey Roll to roll with the punch to reduce the damage. Make a move in the general direction of the attack (the attacker can control the direction if he is aware of your ability). Add your Reflexes to your Body or Toughness against this attack.

If the attack is a throw or causes knock-back, Monkey Roll supersedes this; ignore any involuntarily move or shot loss.

Impress Illusion

Fata Morgana

Finisher

The most powerful form of illusion, the Fata Morgana is a complete takeover of the target's senses. Everything he perceives is controlled by you, effectively he is in a dream world of your making. This is more of a plot device than a practical spell.

If you want complete control of the target's world, you have to concentrate, but you can then cause him to act upon the false images, making him strike the wrong people and so on. He never has an effective Action Value for any skill higher than your Impress when striking out in this manner.

Identity Theft

Basic Action

You can make an illusion that you are in fact a specific creature whose True Name you know. This allows you to almost become that creature. You use that creatures abilities and statistics in place of your own, with one exception; you still use your own Impress skill to keep your shape-changed self under control.

It takes an Impress roll against the creature's Dodge or Impress to assume the creature's form. You do not have access to the imitated creatures memories.

Each round in which you remain under the illusion, you need to use this power and roll your Impress against the creature's Dodge or Impress in order to extend the identity theft until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes. If this roll fails, you return to your own identity.

If you use this to impersonate the creature whose form you take, that is a Charm stunt.

As a Basic Action, a spectator can use Scrutinize to make an opposed Charm roll to disbelieve the illusion, which causes you to either take one Hit or end the illusion (your choice). If the Spot check scores an outcome equal to your Mind the illusion is automatically dispelled.

Image Theft

Basic Action, then Stance

You can exchange the appearance of two creatures and/or objects with a successful opposed Impress roll - one of whom can be you. Speech and mannerisms are also affected by this change. A target does not notice the change unless it sees itself reflected. Any Disguise check to trick people into believing you are the other is Routine. A Charm check opposed by your Charm is required for the target to makes his true identity plausible, or for someone else to discover the target's true identity using Scrutinize.

Lost Friend

Finisher

Select one creature. The target cannot remember this creature and cannot perceive this creature except by direct touch. Even the target's memories of the creature grow hazy, requiring knowledge element checks even for things that would otherwise automatically be remembered. This is a Curse.

Phantasmal Killer

Basic Action

You make an illusory copy of a creature True Name you know and bring it into the mind of another creature. You can summon one named creature or a number of unnamed creatures of the same type equal to your Mind. It takes an Impress roll against the creature's and the victim's Impress to create a phantasmal killer.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the current shot. All it does if fight, seeking to kill its target, or you if uncontrolled.

A phantasmal killer only exists in your mind and that of your victim. It can affect and be affected by what you and the victim does normally, but is completely oblivious to all other creatures and even to traps and hazards. It is otherwise affected normally by terrain. If either you or the victim is killed or knocked unconscious, the phantasmal killer disappears.

You can also use this power again on a phantasmal killer you have created along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round or to dismiss it. If a phantasmal killer is uncontrolled, it turns on you.

Scary Image

Basic Action

You create an illusion of a scary scene. This scene can involve setting or creatures or both. Creatures that are different from each other might not be scared by the same things, at the GM's discretion. Make an opposed Impress roll against those the illusion is scary against. On a success the target is scared on his next basic action. On an Outcome matching the target's Mind he is scared for the rest of the round.

A scared target must back as far away from the illusion as possible, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He cannot move closer to you under his own volition. He can otherwise act normally.

Spectral Monster

Basic Action

You make an illusory copy of a creature whose True Name you know. You can summon a number of Minions of the same type equal to your Mind or one Henchman, but Henchmen created this way never have Fortune points.Spectral monsters are otherwise identical to the creature you copy. It takes an Impress roll against the creature's Impress or Dodge to create a spectral monster.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the current shot.

You can also use this power again on a spectral monster you have created along with an Impress roll against the creature's Dodge or Impress, in order to either maintain control until the end of the following round or to dismiss the spectral monster. During combat, you must succeed at this action each round or lose control, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means control is lost. If you fail to maintain a spectral monster, it begins to interact with you; an illusion of a creature hostile to you attacks, an illusion of a friendly creature takes interaction stunts to make sure it gets your full attention. After one round uncontrolled, the spectral monster usually disappears, but in rare cases it may run away and do mischief on its own.

As a Basic Action, a spectator can use Analyze Weakness. In addition to the normal effects of this stunt, compare the Know result against the Dodge of the spectral monster to disbelieve it. Success causes one Hit. If the Spot check scores an outcome equal to the creature's Mind it disappears entirely.

The spectral monster can be perceived by cameras and similar remote viewing, but it cannot manipulate objects. Its attacks inflict Illusory damage, but always of an apparent type and amount consistent with the original creature.

Know Illusion

Dispel Illusion

Limit Break

Age of
Effect
Minimum
Difficulty
One Day 12
One Week 14
One Month 16
One year 18
A decade 20
A century 22
A millennium 24
Ten millennia 26
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can dispel any power of the Illusion form, mirages, echoes, and effects that affects specres.

False Vision

Basic Action

You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on the scene you have created unless they score an Outcome on their skill roll matching your Know.

The effect lasts for a scene. Using this power continuously is rather easy as long as the scene remains static, but when traveling or otherwise in a rapidly changing environment it becomes much harder.

Maneuver Illusion

Assume Identity

Basic Action

You assume an identity of your invention. This is a facade, but you act, fees, and think according to this identity, at least as far as any but the deepest mind probes can determine. You have a fake personality, motivations, loyalties, and memories. This makes you the perfect deep cover agent. Your own personality remains in the background, dormant, but can suspend or reactivate Assume Identity as a Basic Action.

Someone under Assume Identity will register as the assumed identity would to all detection powers and other detection effects and his surface thoughts read as those of the assumed personality.

Assume Identity lasts until you end it, but grows in strength over time. If there is a major conflict of interests, a personality conflict can develop; this is a Curse.

Living Illusion

Stance

For you, illusions are real. You can walk on illusory bridges, gain nourishment from illusory feats, and gain protection from illusory armor.

Turn to Illusion

Finisher

You turn your target into an insubstantial illusory image of itself. In this form it has the Incorporeal limitation and suffers from Power Loss. This is a Curse. As an alternative, you can capture the creature's image on reflective surface, but if you do, destroying the thing that bears this surface breaks the curse. Merely disrupting the image does not break the curse; imprisoning someone on the surface of a reflecting pool means they will only appear when the pool is calm, but the pool itself must be destroyed to break the curse.

Vertigo

Basic Action

You create the illusion of motion for a creature with an opposed Maneuver check. If the creature cannot verify the lack of motion, it believes the location is in is moving. If the sense of motion conflicts with other senses, such as if the target can clearly see he is on a stationary, he instead loses 3 shots to vertigo. On an outcome matching the target'sReflexes he can no longer move as a part of a Basic Action for the rest of the scene.

Melee Illusion

King Monkey

Limit Break

Do a series of confusing and distracting moves, taunts, shrieks and poses. This gives you a +3 bonus on your Melee and Charm until you are next hit by an attack or the fight ends. This ability does not work outside of a fight. You cannot benefit from several uses of King Monkey simultaneously.

Monkey's Dance

Trigger Action (Focus)

The very name of this maneuver is a taunt against the more formal styles, with their precise stances. It's pronunciation varies somewhere between the proper name and Monkey Stance.

Just after an action you attempted fails, spend a shot displaying anger, frustration, disappointment, pain or just generally making a fool of yourself. You become focused.

Monkey Toss

Basic Action

Grab an opponent and roll along the ground with him, finally tossing him away.

This is a Melee attack that does damage equal to your Body +0. If you do any damage at all, you can make a normal Move, and take your opponent along for the ride. You then let go and throw him three meters in a direction of your choice. If the if the target is thrown, he also loses a shot regaining his balance. This is in addition to the normal movement for a basic action.

Spectral Weapon

Stance

You create one or more illusory melee weapons or natural attacks of your choice in your hand(s). These weapons do Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Objects and creatures immune to psychic damage are also immune to illusory damage.

Vengeance of the Monkey

Trigger Action

When you are attacked but missed by an opponent in hand-to-hand combat you may make a Melee attack with Body damage. If you inflict a Hit, the opponent is thrown 3 meters and loses a shot.

Recon Illusion

Blur

Stance

You can become invisible by bending light and muting sound. In this form you can sneak as if you had concealment anywhere, even in plain sight, and move as a part of the sneak action without becoming visible.

Glow

Basic Action

You can create a glowing aura about a creature or object. This does not change the appearance of the target, but makes it impossible for the target to use darkness or shadows to sneak and negates powers that allow sneaking in plain sight. The target can still hide behind regular cover and concealment. You can also use it to mark different targets in different ways. At your option, the outline is only visible to certain people, and you can vary the color and other details of the glow. If the target can't see the glow, he can't tell that you used this effect on him.

An opposed Recon roll is required to put the glow on someone, and the effect lasts for an hour or so. You can use this against someone you only suspect is there by targeting a likely hiding place - this does not suffer any penalty against an opponent that is successfully sneaking.

Invisibility

Basic Action

You can use to move about unnoticed. It is normally automatic, but you can be noticed with a successful Scan. If you use this to disappear within plain sight or do other things that draw attention to yourself (blocking a doorway, moving visible objects, moving very close to someone), you must succeed on an opposed Recon roll, or the power is broken. If used each time your shot comes up, you are continuously invisible.

There is FX when Invisibility ends that draws attention to you from direct observers - unlike sneaking, you do not get any surprise or advantage on a later action when you drop Invisibility.

Scrying

Limit Break

You can cause the image of what appears far away to appear before you, usually in a mirror, reflecting pool, or crystal ball. The image is never entirely clear; basic details can be easily discerned, but details like faces and text can be blurry and hard to read. To target the scrying you need some kind of link to the person or place; his full name, an object or creature with ties to the target, or information on his current whereabouts. Range is not a factor.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Sense Illusion

Basic Action

You can sense the presence of illusions and Spectres at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of illusion, but by concentrating on a particular type or description you can eliminate all others. You must make an opposed skill check to sense a creature that is Sneaking, an object in such a creature's possession, or an illusory creature or thing.

Ride Illusion

Distant Image

Limit Break

You create an illusory duplicate of yourself at any location you are familiar with or adjacent to a creature you are familiar with. This image is clearly illusory, but can be easily identifiable as you or have another appearance of your choosing; it cannot imitate a specific creature. You can use it's senses, but it cannot use powers or make attacks or affect objects in any way. It can fly at a Move equal to your Ride skill. It takes no actions on its own, instead you can decide if the actions you take originate from you or from your projected image. If the distant image does not take an action for one full round, it disappears. If attacked, it uses your defensive skills and stats but no schticks or powers. It disappears on any hit.

Project Image

Basic Action

You create an illusory duplicate of yourself within Ride meters of yourself. This image is identical to you. It has the same equipment you do, but it cannot pick up or carry anything beyond what it is created with, nor can it use up consumable items (anything you keep track of how many you have). The two of you share a single Fortune pool. It takes no actions on its own, instead you can decide if the actions you take originate from you or from your projected image. The image moves as you direct whenever either of you takes a Basic Action, but disappears if it ends up more than Ride meters from you or you don't have line of sight to it. You can see from the vantage of your projected image, but this does not count as a line of sight to the image itself. The image can be a target of attacks and stunts. Anything affecting the image affects you, but at any time you can decide to have the image disappear rather than taking the effect.

Shoot Illusion

Color Spray

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

You shoot a spray of scintillating colors Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Objects and creatures immune to psychic damage are also immune to illusory damage.. The secondary damage type of Color Spray is always Radiation damage.

A target damaged by Color Spray also loses a shot from its shot counter. On a Damage Setback, the creature is temporarily blinded and/or stunned rather than suffering any physical injury.

Fatal Illusion

Limit Break

You attack with the illusion of an overpowering attack, giving the impression that only fantastic luck can save the target. This is a Ranged Attack. Damage is your Mind +2 (or more if using an implement) Illusory Damage damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Objects and creatures immune to psychic damage are also immune to illusory damage. If this attack inflicts a Damage Setback the target suffers a Mortal Wound.

Spectral Wounds

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Spectral Wounds does Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Objects and creatures immune to psychic damage are also immune to illusory damage.

Shadow Evocation

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters.

Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

You cause an illusory explosion that does Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Objects and creatures immune to psychic damage are also immune to illusory damage.

Zone of Shadows

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.

Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

You release maddening visions around yourself that do Illusory Damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Objects and creatures immune to psychic damage are also immune to illusory damage.