Difference between revisions of "Illusion Powers (FiD)"

From Action
Jump to navigation Jump to search
 
(159 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
+
{{FiD-Powers}}
 +
{{tocright}}
 +
Illusion is the art of perception and deception through sensory projection.
 +
It is concerned with perception, not substance. Illusion powers are most often used to deceive, but they can also be used to educate, direct, or reveal patterns that are otherwise hard to notice.
  
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.
+
== What is an Illusion ==
It can create some sounds, scents, tactile phenomena, and other sensory phenomena, but is focused on vision.
+
Illusion can create sights, sounds, scents, sensations of touch, and other sensory phenomena, but these are always suggestive and indirect. The primary focus of Illusion is vision. Illusionists whose primary sense is not sight would instead focus on projections tuned to their dominant sense, but this is not covered by these rules.
Illusionists whose primary sense is not sight would instead focus on illusions to their primary sense, this is not covered by the rules.
 
  
Illusions 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.
+
=== Illusions are Real ===
 +
Illusions create images of creatures and objects that are objectively real in that they register on physical senses, including those of living beings and sensory devices. Such images are unreal in that they are projections rather than physical matter. An illusion cannot affect objects, structures, or creatures through force unless the power explicitly says it can.
 +
An illusion of weight may cause scales to react, but it cannot cause a bridge to collapse. A lift with a weight sensor may shut down due to an illusory overload, but if the sensor is bypassed, the lift functions normally.
  
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things that lack perception and imagination. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants.
+
=== Illusory Attacks ===
 +
Illusory attacks cause real pain and apparent wounds that fade into insignificance at the end of the score. Illusions cannot kill directly; they can only kill by provoking actions with lethal consequences.
 +
Each illusory attack should be described fictionally, and any vulnerability or resistance that would apply to the described attack also applies to the illusory harm.
  
Illusion creatures are called specters. They are very good actors and believe themselves to really be what they portray, allowing their illusions to respond to events without the user's intervention. Some specters appear as objects and terrain features.
+
Illusory attacks cannot affect [[#Mind_Powers_(FiD)#Insensate|insensate]] things that lack the capacity to interpret sensory input. This includes objects and creatures below a threshold of perception, such as bacteria and ordinary plants. Observers may perceive such targets as taking damage, but the apparent damage fades over time and has no effect on the [[#Mind_Powers_(FiD)#Insensate|insensate]] thing.
  
== Flux Power Effects Table ==
+
=== Shadow Illusions ===
 +
Some illusions have shadow effects.
 +
These are almost real and can have physical effects, but these fade away over time.
 +
The most spectacular one is [[#Shadowy_Shatter|Shadowy Shatter]] that creates an illusory how you can physically move through but that fades away over time.
 +
The mechanism here is unclear, the most popular explanation is an overlap with some part of the [[Cosmology_(FiD)#The_Shell|Shell]].
 +
 
 +
=== Specters ===
 +
Illusion creatures are called specters.
 +
Specters are structured to behave as if they truly are what they portray, allowing their illusions to respond dynamically without constant intervention from the user. Some specters are highly specialized, believing themselves to be specific people, animals, objects, or even terrain features and are very good at playing their role. Finding or creating such specters may require a flashback or a long-term project.
 +
Specters that are aware of their illusory nature are more flexible but less convincing.
 +
 
 +
=== Plane of Illusion ===
 +
The plane of Illusion is a plane of dreams: ephemeral, unstable, and subjective. It shifts rapidly and is shaped by the dreaming minds of the world. Creatures with powerful imaginations may create persistent dream-realms of their own. Such realms can be studied or manipulated to influence their creator, but doing so is difficult and dangerous.
 +
 
 +
== Illusion Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Dream Detection''' <br> You can detect illusory creatures and powers. This can spoil illusions, but you must actively work to see through them.
+
|valign="top"| '''[[#Sense Spectre|Sense Spectre]]''' <br> Detect Illusions.
|valign="top"| '''Sever Spectre'''   <br> You can force a specter that is native to another plane of existence to return to that plane, or to end the operation of an ability of the illusion power.  
+
|valign="top"| '''[[#Sever Spectre|Sever Spectre]]''' <br> Dismiss Illusion.
|valign="top"| '''Summon Spectre''' <br> You can call a specter from another plane. This is generally an unwilling servant, but very willing to maintain its illusory role. It will obey one command from you and this can be extended.
+
|valign="top"| '''[[#Summon Spectre|Summon Spectre]]''' <br> Summon Spectres.
|valign="top"| '''Apparition Army''' <br> You can summon a host of specters who can create a large scene including terrain and creatures. No way to safely access the plane of illusions has been found, or maybe anyone who did went insane and didn't return.  
+
|valign="top"| '''[[#Sublime Spectre|Sublime Spectre]]''' <br> Illusion gate.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''
 
|align="left" valign="top" | '''Command'''
|valign="top"| '''Menacing Mirage''' <br> You can create scary or awe-inducing images or sounds perceptible to everyone.  
+
|valign="top"| '''[[#Menacing Mirage|Menacing Mirage]]''' <br> Intimidating aura.
|valign="top"| '''Majestic Mirage''' <br> You can create full-sense illusions scary or awe-inducing to others.
+
|valign="top"| '''[[#Message Mirage|Message Mirage]]''' <br> Signalling illusion.
|valign="top"| '''Stolen Scare'''   <br> You can create illusions apparent to anyone but drawn from a target's mind, making them extremely scary or awesome to this target and not requiring concentration on your part.  
+
|valign="top"| '''[[#Majestic Mirage|Majestic Mirage]]''' <br> Impressive scene.
|valign="top"| '''Mirage Arcana'''   <br> You project illusions over vast areas. You can disguise existing features and add new ones, but not make things invisible.
+
|valign="top"| '''[[#Mirage Arcana|Mirage Arcana]]''' <br> Grand scene.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Makeover Mirage'''     <br> You can add any illusory clothes or accessories to your outfit. This can mask your identity or create fabulous outfits.  
+
|valign="top"| '''[[#Makeover Mirage|Makeover Mirage]]''' <br> Full-body mask.
|valign="top"| '''Monster Mirage'''       <br> You assume the appearance of any other creature. This does not confer any abilities.
+
|valign="top"| '''[[#Monster Mirage|Monster Mirage]]''' <br> Illusory transformation.
|valign="top"| '''Metamorphosis Mirage''' <br> You can give a willing or helpless creatures any appearance you want. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
|valign="top"| '''[[#Metamorphosis Mirage|Metamorphosis Mirage]]''' <br> Transform crew.
|valign="top"| '''Mob Mirage'''           <br> You can change the appearance of large number creatures, giving each an individual appearance if desired.
+
|valign="top"| '''[[#Mob Mirage|Mob Mirage]]''' <br> Transform crowd.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ride'''               <br> You can change the appearance of a mount or personal vehicle you are riding.  
+
|valign="top"| '''[[#Phantom Pilot|Phantom Pilot]]''' <br> Disguise Ride.
|valign="top"| '''Mirage Melee''' <br> You can create an illusion of a fine and potent close-range attack, similar to a fine potent dueling sword or pistol.
+
|valign="top"| '''[[#Phantom Precision|Phantom Precision]]''' <br> Illusory attack.
|valign="top"| '''Manipulate'''         <br> You can alter the appearance of your surroundings, adding features like walls and objects.
+
|valign="top"| '''[[#Phantom Path|Phantom Path]]''' <br> Illusory routes.
|valign="top"| '''Ethereal Edges'''             <br> Your power manifests a storm of illusory blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
|valign="top"| '''[[#Phantom Passage|Phantom Passage]]''' <br> Create shadow rides.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Shadow Seeker''' <br> You can track a creature as long as you have a good mental image or likeness to focus on.
+
|valign="top"| '''[[#Shadow Seeker|Shadow Seeker]]''' <br> Track images.
|valign="top"| '''Shadow Shot'''   <br> You create an illusory attack, similar in effect to a fine and potent rifle, painful but not lethal.
+
|valign="top"| '''[[#Shadow Shot|Shadow Shot]]''' <br> Illusory snipe.
|valign="top"| '''Scene Shift'''   <br> You can change the appearance of your surroundings. You can cover a single room indoors or a city block outdoors.
+
|valign="top"| '''[[#Shadow Shift|Shadow Shift]]''' <br> Phantom environment.
|valign="top"| '''Shadow Surge''' <br> You can make an illusory attack similar to a fine and potent grenade. You can fight many creatures in the same area, but there is a risk of collateral damage to allies if not terrain.  
+
|valign="top"| '''[[#Shadow Surge|Shadow Surge]]''' <br> Illusory area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Shadow Cloak'''           <br> You can hide in shadows, areas of local darkness.  
+
|valign="top"| '''[[#Image Invisibility|Image Invisibility]]''' <br> Become almost invisible.
|valign="top"| '''Invisibility'''           <br> You can turn yourself invisible, but the air wavers just a bit and you glow very faintly in the dark. Sounds, strong light, and perfect darkness are your enemies.  
+
|valign="top"| '''[[#Image Infiltration|Image Infiltration]]''' <br> Teleport and distract.
|valign="top"| '''Inclusive Invisibility''' <br> You can make others invisible and bring others along when you use Invisibility.
+
|valign="top"| '''[[#Image Incursion|Image Incursion]]''' <br> Crew intrusion.
|valign="top"| '''Illusive Incursion'''     <br> You and allies can teleport from one location to another that looks much the same. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
|valign="top"| '''[[#Image Inversion|Image Inversion]]''' <br> Appearance teleport.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Illusory Impact'''       <br> You can use the power as an illusion of a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''[[#Echo Evasion|Echo Evasion]]''' <br> Resist illusory harm.
|valign="top"| '''Illusory Elite'''       <br> Same as Skirmish Attack, except the weapon is fine and potent.
+
|valign="top"| '''[[#Echo Engagement|Echo Engagement]]''' <br> Illusory melee.
|valign="top"| '''Illusory Obstacle'''     <br> Your power changes the appearance of a battlefield that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''[[#Echo Expanse|Echo Expanse]]''' <br> Illusory obstructions.
|valign="top"| '''Illusionary Onslaught''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.  
+
|valign="top"| '''[[#Echo Excision|Echo Excision]]''' <br> Area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Identify Illusion''' <br> You can identify illusions you can see as illusions and what type of creature created the illusion, such as a human or monster.  
+
|valign="top"| '''[[#Illusory Insight|Illusory Insight]]''' <br> Identify Illusion.
|valign="top"| '''Illusion Insight''' <br> You learn the powers and abilities of an image, illusion, or specter and the identity of the creator.
+
|valign="top"| '''[[#Illusory Imprint|Illusory Imprint]]''' <br> A view from your memory.
|valign="top"| '''Illusory Echoes'''   <br> You can see the past of an place, image, illusionist, or specter. This is like playing a film backwards.
+
|valign="top"| '''[[#Illusory Inheritance|Illusory Inheritance]]''' <br> A view from the past.
|valign="top"| '''Panopticon'''       <br> You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
+
|valign="top"| '''[[#Illusory Imago|Illusory Imago]]''' <br> See everything.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Detect'''       <br> You can see through illusions and see invisible things when you focus on observing a specific area.
+
|valign="top"| '''[[#Project Probe|Project Probe]]''' <br> Detect Illusion.
|valign="top"| '''Sensor'''       <br> Choose an object of a particular appearance; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.  
+
|valign="top"| '''[[#Project Perception|Project Perception]]''' <br> Image that updates.
|valign="top"| '''Scry'''         <br> Choose a location or creature and an imagined object. You gain a sensor at the nearest object that looks much like you imagined, which is often close enough to perceive the target.
+
|valign="top"| '''[[#Project Presence|Project Presence]]''' <br> Pursuing image.
|valign="top"| '''Omnipresence''' <br> You perceive from all objects looking like an object you imagine at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''[[#Project Perspective|Project Perspective]]''' <br> Create a live illusory map of a vast area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Persuasive Phantom'''   <br> You can create convincing visual images up to the size of a human.
+
|valign="top"| '''[[#Persuasive Phantom|Persuasive Phantom]]''' <br> Illusory persona.
|valign="top"| '''Phantasmal Procession''' <br> You can create full-sense illusions to convince others, up to the size of a small house of progression of people.
+
|valign="top"| '''[[#Persuasive Procession|Persuasive Procession]]''' <br> Illusory crowd.
|valign="top"| '''Mirage Mansion'''       <br> You can create a large illusion, such as a small forest or the exterior of a large mansion.
+
|valign="top"| '''[[#Persuasive Performance|Persuasive Performance]]''' <br> Illusory expectations.
|valign="top"| '''Dreamweaver'''           <br> You can take over all a target's senses, placing them in a private dream world under your control.
+
|valign="top"| '''[[#Persuasive Paradigm|Persuasive Paradigm]]''' <br> Illusory world.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Illusory Enhancement'''   <br> Change the appearance of an object up to man size. This can seem to give abilities your item do not actually have or hide abilities it does have.  
+
|valign="top"| '''[[#Construct Configuration|Construct Configuration]]''' <br> Alter object.
|valign="top"| '''Phantasmal Fabrication''' <br> You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.  
+
|valign="top"| '''[[#Construct Conjuring|Construct Conjuring]]''' <br> Illusory objects.
|valign="top"| '''Shadow Structure'''       <br> You can create items that work for you and allies, but not for anyone else, such as an illusory bridge only your team can cross.
+
|valign="top"| '''[[#Construct Conception|Construct Conception]]''' <br> Create shadow objects.
|valign="top"| '''Mass Mirage'''           <br> This is similar to Phantasmal Fabrication, but you mass produce objects, even a set of different objects. You can also make something huge, such as a vehicle or building or small landscape.
+
|valign="top"| '''[[#Construct Coalescence|Construct Coalescence]]''' <br> Huge illusions.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''
 
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Faux Fracture'''           <br> Illusory wrecking only affect appearance, but can seem to ruin objects even at a distance, such as enemy weapons.
+
|valign="top"| '''[[#Faux Fracture|Faux Fracture]]''' <br> Personal scale illusion.
|valign="top"| '''Phantom Fracture'''         <br> Similar to Phantom Fracture but on a larger scale, allowing you to apparently smash a vehicle or small building. Works as a fine potent illusory sledgehammer in combat.
+
|valign="top"| '''[[#Faux Fissure|Faux Fissure]]''' <br> Structural scale illusion.
|valign="top"| '''Illusionary Annihilation''' <br> Similar to smash, but even larger. You can create the illusion of a blasted landscape or cityscape.
+
|valign="top"| '''[[#Faux Fault|Faux Fault]]''' <br> Temporary damage.
|valign="top"| '''Obliterate'''               <br> Similar to Illusionary Annihilation, but the illusions is partly real, allowing creatures interacting with it to walk on illusory floors or through invisible walls.  
+
|valign="top"| '''[[#Faux Fragmentation|Faux Fragmentation]]''' <br> Area illusion.
 
|}
 
|}
  
== Expanded Water Powers ==
+
== Expanded Illusion Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
A recurring problem with Illusion is concealing the fact that projections appear out of nowhere. 
 +
Illusions are most effective when you have time to prepare or when their appearance can be plausibly masked — emerging from behind a corner, through smoke, darkness, or visual clutter.
 +
 
 +
Illusions can also be made more convincing by framing them as the result of other forces or Forms, whether or not you actually possess those powers. The illusion does not need to explain itself; it only needs to delay doubt long enough to matter.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Illusion beings and phenomena.
 +
 
 +
Consequences depend on what happens around you while you Attune. 
 +
Having helpers or protection reduces risk, and dismissing a willing specter may even be '''Controlled'''. 
 +
Common Consequences include a specter losing control of its projection, nearby illusions destabilizing, or other Illusion creatures intervening.
 +
 
 +
==== Sense Spectre ====
 +
Detect Illusions.
 +
 
 +
You can see Illusion Spirits and detect Illusion Monsters and powers. 
 +
This is commonly used to identify projections, hidden specters, or summoned illusions so they can be dispelled or dismissed.
  
'''Perceive:'''
+
Using Dream Detection may spoil illusions, but you must actively apply it. 
''You can detect creatures and power use tied to your power.  
+
Even when you know an illusion is false, you still perceive it normally.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
+
* '''Limited Outcome''' suffices against a creature or effect you can clearly see.
Naturally, effect is reduced as the creature is more heavily obscured.  
+
* '''Standard Outcome''' is required if it is hidden.
The position usually starts controlled, with the usual consequence that you cannot try again.
+
* '''Great Outcome''' is required if it is concealed behind solid barriers.
  
'''Dismiss:'''
+
==== Sever Spectre ====
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
+
Dismiss Illusion.
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
+
Dismissing a specter is difficult and usually requires a '''Great Outcome'''.
The consequences of this depends entirely on what happens around you when you do it.
+
A weakened specter requires only a '''Standard Outcome'''.
If a powerful creature resists being dispelled, its obviously dangerous.  
+
A specter that wishes to be dismissed requires only a '''Limited Outcome'''.
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.
+
You can also force a specter to materialize or reveal its true form. 
Most powers only dispel effects of their own power.  
+
This is easy but limited in range: 
Read this generously.  
+
* '''Limited Effect''' works only within reach.
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
+
* '''Standard Effect''' reaches across an area based on Tier (p. 220).
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
+
* '''Great Effect''' reaches across a distance determined by Tier.
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
+
You can dispel any Illusion power, as well as powers that alter appearance or sustain specters. 
The position is controlled, possibly risky if there are a lot of other dangers around.
+
This is often used as a Set Up to improve Position when opposing powers are in play.
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
When used directly, the Effect is usually Limited unless the target relies on Illusion for protection or concealment.
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Revealing a specter obsessed with maintaining an identity can be terrifying for it.
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
+
When dramatically appropriate, a key Illusion may resist dispelling. In such cases, Sever Spectre provides insight into what must be done to resolve the situation instead of negating the effect outright.
  
'''Summon:'''
+
==== Summon Spectre ====
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
+
Summon Spectres.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
Illusory summons are called specters.
This is usually a parallel world or plane of existence, dominated by your power.
+
They are Expert Cohort [[Spirit_(FiD)|Spirits]] (p. 96) with Illusion powers and immaterial bodies.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.  
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.  
+
Summoning a specific specter requires knowledge of its unique identity, often called a true name.
They can also give advice and information related to their power.
+
For technomancers this may take the form of an ID signature, blueprint, or holographic pattern.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
+
Learning such an identity may require a flashback, a downtime research activity, or a reward from a score.
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
Specters come in two broad types:
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
* '''Emulator specters''' believe themselves to truly be what they portray — a person, animal, object, or even a terrain feature. They use Illusion to sustain this identity and will act decisively to preserve it.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
* '''Trickster specters''' pursue personal, often eccentric agendas. One might love parades, another races, a third mundane rituals. They delight in confusion and use Illusion creatively to advance their obsessions.
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
==== Sublime Spectre ====
An elemental is a simple creature totally dominated by its power.
+
Illusion gate.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
+
Gate to the Land of Dreams or into a dream.
They can use sophisticated power effects and usually have an agenda of their own.
+
Illusion is linked to the Land of Dreams, where [[#top|Illusion]] dominates reality.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
+
This realm is fluid, unstable, and subjective, as described in the introduction.
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
+
Entering the [[Cosmology_(FiD)#Dreamlands|Land of Dreams]] involves projecting an [[Cosmology_(FiD)#Astral_Projection|Astral Body]]: your body remains asleep while your consciousness travels.
A fire dragon is impossibly large, flies, and breathes fire.
+
Time there is subjective — a single night’s sleep may contain minutes or months of dream-time.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
{{ : Gate Shared Rules (FiD) }}
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
 
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.  
+
Illusion gates may also open into a creature’s personal [[Cosmology_(FiD)#Dreamscapes|dreamscape]].
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
This requires a supernatural link or the target’s presence.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
Such journeys confront the dreamer’s fears, memories, and desires.
 +
They may recover lost memories, influence behavior, or reshape personality, but doing so is dangerous and unpredictable.
  
The position is usually risky. The creature is being forced to serve and might lash out.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
=== Command ===
 +
Illusion does not command creatures directly. 
 +
Instead, it creates images and sounds that influence behavior by provoking reactions.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
Illusion Command is indirect: you must craft a situation that encourages obedience, fear, awe, or hesitation. 
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
The guiding principle is “show, not tell.” Illusions can move and make sound, but they are poor at extended speech, limited to short emphatic phrases.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
==== Menacing Mirage ====
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Intimidating aura.
  
This is rarely useful, but can be under exceptional circumstances.  
+
Create frightening or awe-inspiring images or sounds.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
You can give yourself an intimidating aura or create a threatening illusion and sound, roughly human-sized and up to about a cubic meter in volume, or a sound comparable to a lion’s roar.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
The image can move and react to creatures but lacks even the illusion of physical solidity.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
This provides sufficient leverage to use Command for intimidation without direct violence or revealing your involvement.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
==== Message Mirage ====
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Signalling illusion.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
Send an illusory projection of yourself to communicate.
Command creatures based on your power with communication and authority.
+
You create an illusion of yourself that appears near a creature you can clearly imagine.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
You can see, hear, and speak as if you were present.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
The projection follows the target, and your perception is focused on them and you can only see nearby features they indicate or interact with.
''You can make creatures understand you, but you do not understand them.
 
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
==== Majestic Mirage ====
Combined with the basic power of Sway allows two-way communication.
+
Impressive scene.
  
'''Translate:'''
+
You create a full-sense illusion the size of a house, such as a formation of several dozen figures or enough imagery to fill a small square.
You and allies can communicate with creatures based on your power.
 
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
The illusion can speak and act out a scene under your broad direction.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
You do not need to micromanage it; it automatically orients itself to interact convincingly with nearby observers.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Depending on how it is used, this improves either Effect, Position, or possibly both.
Creatures of the relevant type will understand your orders.
 
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
==== Mirage Arcana ====
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
Grand scene.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
This functions as Majestic Mirage on a grand scale.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
You can create the appearance of armies, cities, palace-complexes, forests, or mountains.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
Simple scenes that do not require detailed interaction are easy to maintain.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
Complex scenes involving many interacting figures require sustained concentration and may call for additional rolls to maintain, though these do not risk Stress like the initial use.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Change the appearance of creatures through Illusion — first yourself, then others, and finally entire crowds.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
Consort Illusion alters how creatures are perceived, not what they physically are. 
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
These changes can enable deception, social access, or confusion, but they do not grant new abilities or effect from illusory physical traits.
  
You do not physically change yourself, you accessorize and change your outfit.
+
Normally you gain none of the abilities of your assumed form.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
You cannot fly as an illusory bird, breathe water as an illusory fish, or otherwise bypass physical limitations.
  
'''Shapechange:'''
+
Extreme size changes are impractical.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
+
Appearing tiny does not let you pass through small spaces, and appearing enormous does not grant physical reach — people may collide with parts of you that are not actually present. 
 +
To meaningfully interact at a different scale, you must rely on other powers.
 +
'''Great Outcome''' can overcome this limitation, see below.
  
This is a true physical transmutation.
+
* '''Limited Outcome''' lasts for a scene.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
+
* '''Standard Outcome''' lasts for the duration of a score.
This can give you new abilities, but these are things you could already do using the same power.
+
* '''Great Outcome''' lasts for a scene, but this becomes a [[#Shadow_Illusions|shadow illusion]], allowing you to use the Basic and Advanced abilities of the Form of the assumed shape, but you do so with reduced initial Effect.
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
==== Makeover Mirage ====
You rating in the improved action increases by one.
+
Full-body mask.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
You add illusory clothing, accessories, and cosmetic details to your appearance.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
You do not change your physical shape; instead, you alter surface features such as hair, skin tone, facial details, and voice.
  
'''Transform:'''
+
This can conceal your identity or create striking, fabulous outfits. 
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
You cannot change your size or body plan, but illusory clothing and accessories function as an instant disguise.
  
This is the shapechange power applied to another creature.
+
You can use this on your entire Crew as an Advanced ability.
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
==== Monster Mirage ====
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Illusory transformation.
  
'''Wild Hunt:'''
+
You take on the outward appearance of any creature or object. 
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
This can aid social interaction or intimidation.
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.  
+
* '''Limited Outcome''' transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
* '''Standard Outcome''' allows you to become a generic creature, very difficult to recognize as yourself.
Essentially you turn them into single-minded minions.
+
* '''Great Outcome''' allows you to assume the exact shape and mannerisms of a specific creature you have studied.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
+
 
This is usually used to create a host of goons that will fight and chase for you.  
+
==== Metamorphosis Mirage ====
Such goons are more interested in chasing and cornering targets than in actual combat.
+
Transform crew.
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
+
 
 +
Alter the appearance of your crew or a willing or helpless creature.
 +
This is Monster Mirage applied to another creature.
 +
 
 +
==== Mob Mirage ====
 +
Transform crowd.
 +
 
 +
Change the appearance of many creatures at once.
 +
This is Monster Mirage applied to all creatures you can see in an Area (p. 221). 
 +
You may give each an individual appearance or render them as a faceless, uniform crowd.
 +
 
 +
By altering many appearances simultaneously, you can obscure identities and sow confusion.
 +
This can cause chaos in streets, courts, or battlefields.
 +
Creatures do not automatically realize their own appearance has changed, compounding the confusion.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Use Illusion for deceptive weapons, movement, and misdirection.
 +
 
 +
==== Phantom Pilot ====
 +
Disguise Ride.
 +
 
 +
Change the appearance of a mount or personal vehicle.
 +
You alter the visual appearance and, to a limited extent, the sound of a mount or vehicle in any way you choose. 
 +
The illusion covers the vehicle and its tracks as long as you maintain the effect.
  
'''Ride:'''
+
Concealing a very large conveyance, such as a yacht, bus, or dragon, requires a '''Great Outcome'''.
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
 
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
At Advanced tier, you can apply this effect individually to each of your Crew’s rides.
  
'''Duel:'''
+
==== Phantom Precision ====
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
Illusory attack.
  
What this actually does depends on the power used.
+
Create a Fine and Potent illusory melee weapon.
Fire burns, wind slices, ice pieces or freezes, and so on.
+
You project the appearance and sensation of a close-range weapon.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
The attack causes real pain and convincing injury that fades at the end of the score; it cannot kill directly except by provoking dangerous actions.
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
  
This allows you to manipulate small amounts of matter governed by your power.
+
Aside from damage type, this substitutes for a Fine and Potent weapon.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
Activating the illusion in combat takes no more time than drawing a weapon.
  
'''Surge:'''
+
==== Phantom Path ====
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Illusory routes.
  
You create ans use weapon like Duel above, and also create distractions.
+
Alter the appearance of roads and paths.
The effect is like having a number of trusty but entirely defensive allies in the fight.  
+
You make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
+
 
 +
If observers can see you travel safely along a concealed or false path, the illusion becomes suspect.
 +
Locals familiar with the terrain are especially difficult to mislead.
 +
 
 +
==== Phantom Passage ====
 +
Create shadow rides.
 +
 
 +
You create [[#Shadow_Illusions|shadow]] rides, semi-real mounts or vehicles for yourself and your Crew. 
 +
They function as ordinary conveyances of their type, but appear as misty or shadowy forms, make no noise, and leave no trail.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, strike, and reshape the battlefield through Illusion. 
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
Illusion Hunt excels at misdirection, pursuit, and apparent force rather than true lethality.
At short range, this is dangerous to you and yours.
+
 
 +
==== Shadow Seeker ====
 +
Track images.
 +
 
 +
Track anything you have a clear mental image of.
 +
You follow the impression a target leaves on the world-image as it moves. 
 +
These traces fade quickly and become unreliable when many similar targets are nearby.
 +
 
 +
Consequences usually arise from the environment or population rather than the trail itself — obstacles, getting lost, hostile attention, traps, or ambushes.
 +
 
 +
==== Shadow Shot ====
 +
Illusory snipe.
 +
 
 +
A Fine and Potent ranged attack.
 +
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.
  
'''Track:'''
+
This serves as a replacement for ranged equipment in terms of Effect; a mundane '''Fine''' and '''Potent''' weapon is equally effective but causes real damage. 
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Using this attack in combat takes no additional time — activating the illusion is equivalent to drawing a weapon.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
==== Shadow Shift ====
 +
Phantom environment.
  
'''Potent Snipe:'''
+
You can reshape the appearance of an Area (p. 221).
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
The illusion can be dramatic, but it only alters the appearance of existing things. 
 +
You cannot create new structures or render objects truly invisible.
 +
Examples include making a slum appear like a palace complex or a field appear as a jungle.
  
The effect of this action varies depending on the nature of your power.  
+
The illusion affects all senses, but offers no physical resistance when force is applied.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
You may add environmental effects such as mist, rain, smoke, temperature shifts, and scents.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
Shadow Shift is commonly used as a '''Set Up''', but it can also alter behavior — smoke, rain, snow, or darkness often cause people to flee, hide, or seek shelter.
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
 
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
Consequences may distract allies, strain concentration, or allow select opponents to pierce the illusion.
Environmental Control does not inflict any direct damage.
 
  
'''Area Attack:'''
+
==== Shadow Surge ====
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
Illusory area attack.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
An escalation of Shadow Shot, this is an illusory attack similar to a Fine and Potent grenade.
The effect is more powerful but less precise.
+
This affects all enemies in a single location, trading precision for scale.
This means it does more collateral damage, but no more effect on enemies.
+
This allows full Effect against an entire gang of cohorts.
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
+
 
 +
The illusion may include apparent environmental damage, convincing at a glance but quickly fading.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Hide, slip away, and reposition through Illusion.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
+
Illusion excels at concealment and deception, even enabling movement through misdirection.
  
'''Reconnaissance:'''
+
==== Image Invisibility ====
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Become almost invisible.
  
This provides you cover to hide in places you ordinarily could not.
+
You erase most visual cues of your presence, allowing you to Prowl into places that would otherwise be impossible to enter unnoticed.
Where you can use this is explained in each specific power.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
The illusion is not perfect. 
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Air shimmers slightly, you emit a faint glow in darkness, and you still produce sound.
 +
Strong light, total darkness, sudden movement, and noise make detection easier.
  
Again, each power will explain how it can use this mobility.
+
==== Image Infiltration ====
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Teleport and distract.
  
'''Travel:'''
+
You create an illusion of yourself at a location you can clearly see.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
You can then exchange positions with it.
  
Now you and your allies can Prowl in places where your power is at home.
+
The illusory double attempts to flee or act believably on its own, drawing on a remnant of your personality, grabbing attention and creating confusion.
They still use their own Prowl action.
 
  
'''Transport:'''
+
==== Image Incursion ====
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
Crew intrusion.
  
How and where you use this is explained in each power.
+
Allow others to use Image Invisibility and Image Infiltration.
This takes you to places you are familiar with.
+
Each participant rolls their own Prowl Action and suffers their own Consequences. 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
This is often a Group Action.
 +
 
 +
==== Image Inversion ====
 +
Appearance teleport.
 +
 
 +
Teleport between similar places.
 +
You teleport yourself and your Crew between two locations that are visually similar enough that casual observation cannot distinguish them.
 +
 
 +
You must be familiar with the destination.
 +
You may use other illusions to make the locations match more closely, usually by changing the place you are at.
 +
 
 +
This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.
 +
Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Prosper in the chaos of battle through deception and misdirection.
 +
 
 +
==== Echo Evasion ====
 +
Resist illusory harm.
 +
 
 +
You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous [[Cosmology_(FiD)#Dreamscapes|dreamscapes]] and many [[Cosmology_(FiD)#Dreamlands|Drealands]] events, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain.
 +
{{ : Damage Resistance Template (FiD) }}
  
'''Skirmish Attack:'''
+
==== Echo Engagement ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Illusory melee.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
Fine and Potent illusory attack.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
You make a close-range attack through projected force, pain, or apparent injury.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
+
Illusory attacks cause real pain and convincing damage that fades at the end of the score; they cannot kill directly except by provoking dangerous actions.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
  
'''Obstruction:'''
+
Aside from damage type, this substitutes for equipment; mundane weapons are just as effective. 
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Some targets may be more or less vulnerable to specific attacks, but this is the exception.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
==== Echo Expanse ====
The effect is to deny your enemies the advantage of numbers.
+
Illusory obstructions.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
Create illusory obstructions that negate Scale (p 221).
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
You conjure convincing hindrances — spectral allies, false barriers, shifting mazes, or concealing mist — that break up enemy formations. 
 +
This negates the advantage of numbers without creating lasting terrain.
 +
You can also make one Echo Engagement as a part of this.
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
==== Echo Excision ====
 +
Area attack.
 +
 
 +
Echo Engagement as an area attack.
 +
Fine and Potent illusory attack against all enemies in the skirmish.
 +
This is Illusory Elite applied across the entire engagement.
 +
You negate the advantage from Scale (p. 221) and spread your Effect across multiple opponents, inflicting full Illusory Skirmish Harm against a Cohort Gang.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze illusions and images to gain insight and knowledge. The outcome required depends on range.
 +
* Limited outcome for touch.
 +
* Standard outcome for line-of-sight.
 +
* Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
These powers can spot illusions, but you have to actively use them to do so.
 +
 
 +
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position.
 +
 
 +
==== Illusory Insight ====
 +
Identify Illusion.
 +
 
 +
Learn the powers and abilities of an illusion.
 +
Learn of any powers or special abilities the illusion has. This includes actual rules and game effects as well as what the illusion hides or disguises. 
 +
 
 +
==== Illusory Imprint ====
 +
A view from your memory.
 +
 
 +
You recreate a scene from memory.
 +
This is detailed and may contain things you do not consciously remember.
 +
Others can help you inspect this image and draw their own conclusions, but it is very hard for them to tell if this is truly a memory or an illusion you created using Sway in order to fool them.
 +
 
 +
==== Illusory Inheritance ====
 +
A view from the past.
  
'''Analyze:'''
+
Illusory Memory, but it is from the past of your current location of an item or person you hold as you use the ability, you need not have been present yourself.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
You can zoom in on events of interest.  
  
'''Research:'''
+
Illusory Memory, but it is from the past of your current location, you need not have been present when the event occurred.
''You know the powers and abilities of something you analyze.
+
You can zoom in on events of interest.  
  
'''Hindsight:'''
+
==== Illusory Imago ====
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
See everything.
  
'''Omniscience:'''
+
You see everything in Range (p. 221). Darkness, walls and barriers do not limit vision, but enclosed spaces do.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
Provides a detailed view of events involving Illusions as far as you can see, pinpointing locations of interest.  
 +
You can then play back what you see in three locations in the area, like Illusory Imprint.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate illusions.
  
'''Detect:'''
+
The Outcome required depends on concealment:
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
* '''Limited Outcome''' detects targets behind light cover or at extreme distance.
 +
* '''Standard Outcome''' can see behind walls and into hard cover.
 +
* '''Great Outcome''' reveals distant locations or places you did not know existed.
  
'''Sensor:'''
+
==== Project Probe ====
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
Detect Illusion.
  
'''Scry:'''
+
Detect illusions and invisible things.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
You selectively sense illusions of a specified kind.
 +
This is a basic spotting power.
  
'''Omnipresence:'''
+
==== Project Perception ====
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
Image that updates.
 +
 
 +
You create a small illusion of a known location.
 +
The image updates in real time as the location changes, as long as you maintain concentration.
 +
 
 +
==== Project Presence ====
 +
Pursuing image.
 +
 
 +
Create a live illusory image of a creature.
 +
As Project Perception, but focused on a known creature.
 +
The illusion follows the creature as it moves and shows what is nearby.
 +
 
 +
==== Project Perspective ====
 +
Create a live illusory map of a vast area.
 +
 
 +
As Project Perception, but on a grand scale.
 +
You can represent everything within Range (p. 221), such as several city blocks or a large terrain feature such as a forest, field, or hill, and shift the viewpoint to different angles or positions.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Convince others by showing them illusions.
Sway creatures based on your power with persuasion and cajoling.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
==== Persuasive Phantom ====
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Illusory persona.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
Convincing visual image up to the size of a human.
 +
Create a full-sense image of something of human size or smaller.
 +
This can be a creature that tries to convince observers with convincing words, or something like a signpost.
 +
The image appears real to all senses, but if pushed hard it is revealed to be immaterial.
  
'''Translate:'''
+
==== Persuasive Procession ====
''You and allies can communicate with creatures based on your power.
+
Illusory crowd.
  
This allows you to use the Sway power to its full effect.  
+
Full-sense illusion of a stage and actors.
You are still wheedling unless you also use Command the advanced Command effect.
+
Similar but larger than Persuasive Phantom.
 +
An illusion of a few dozen people or things like a large carriage or street scene. You can move the illusion as long as you move all the components together, something left behind will soon disappear. This allows you to make an illusion of a group of monsters or people that move about, but their tracks and any items left behind will soon disappear as they move out of an area.
 +
This is precise enough to make forged documents.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
==== Persuasive Performance ====
 +
Illusory expectations.
  
'''Mesmerize:'''
+
Draw illusion from another's mind.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
Similar to Persuasive Procession, but you give control over the illusion to a target's subconscious. You can give a general theme of the illusion, and the target will fill in the details. This frees you from having to concentrate on controlling the illusion, and it will always look and act appropriately to the target's expectations.
 +
A target with high self-confidence may be able to push the illusion to fit their agenda, but this actually makes it harder for that observer penetrate the illusion.
  
Essentially this is an attempt to Sway with two advantages.
+
==== Persuasive Paradigm ====
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
Illusory world.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
An illusion around a creature replaces all sensations.
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
The target must be in your power for you to do this.
 +
You encase the target in an illusion that controls every sensation the target perceives.
 +
This places the target in an illusory world entirely of your creation.  
 +
You can create a theme for the illusion that repeats with simple variations, or you can give control to the target's subconscious having it play out the targets desires or fears. The target appears to be asleep, and any interaction with the target's actual body will be incorporated into the illusion, allowing the target to be fed, clothed, and led.
 +
You can take detailed control at any time when you touch the target, and you may be able to trick the target into acts provoked by events in the Private Phantasm.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Create illusory objects and structures.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
 
 +
You can create illusions of objects of any kind, with any appearance you desire, but they are insubstantial unless otherwise stated. 
 +
More advanced techniques allow illusions to gain limited, conditional reality.
 +
 
 +
Outcome determines duration:
 +
* '''Limited Outcome''' — lasts for immediate use.
 +
* '''Standard Outcome''' — lasts for the duration of a score.
 +
* '''Great Outcome''' — semi-permanent.
 +
 
 +
Objects larger than a human (or you, if you are larger than human), highly complex constructions, or items whose apparent Quality exceeds your Tier require increased Outcome.
 +
 
 +
Position depends on how quiet your workspace is and how much time you have.
 +
 
 +
Consequences often alter details of the illusion: warped proportions, overly ornate features, strange markings, mismatched symbols, or subtle inconsistencies that hint the object is unreal.
 +
 
 +
==== Construct Configuration ====
 +
Alter object.
 +
 
 +
Alter the appearance of an existing object.
 +
You change the appearance of an object up to human size. 
 +
You do not change its actual size or mass, but you may radically alter its apparent form.
 +
 
 +
A stick may appear as a sword, a log as a mount, clothing as armor, or the reverse. 
 +
This is a full-sense illusion, affecting sight, sound, smell, and touch.
 +
 
 +
The illusion may suggest abilities the object does not have or conceal features it does
 +
The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.
 +
 
 +
==== Construct Conjuring ====
 +
Illusory objects.
 +
 
 +
Create illusory objects or render objects invisible.
 +
You can create illusory objects from nothing or make existing objects invisible. 
 +
Illusory objects can be manipulated as if real but cannot support weight.
  
'''Handle:'''
+
You may create larger objects, up to the size of a large carriage. 
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Illusory effects may now extend outward — for example, missiles from an illusory weapon can produce illusory Harm at range.
  
This mainly substitutes for tools, up to a small workshop.
+
An invisible weapon may grant an advantage initially, but use and impact tends to reveal it for what it is.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
''When used to create weapons:''
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Illusory attacks cause pain and apparent wounds that fade at the end of the score. 
 +
Illusions cannot kill directly and cannot affect [[Mind_Powers_(FiD)#Insensate|insensate]] things lacking cognitive capacity. 
 +
Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory Harm.
  
You can now do more than normal craft could do.
+
==== Construct Conception ====
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
Create shadow objects.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
As Phantasmal Fabrication, but objects you create can be [[#Shadow_Illusions|shadowy]], semi-real.
The effect determines the effectiveness of your construction, but also how long it will last.
+
They function as what they depict but with reduced effect, and only for you and your allies.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
For example, you might create an illusory stone bridge that supports your Crew like a wooden bridge, but offers no support to others.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
 
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
[[#Shadow_Illusions|Shadow]] objects way can affect mindless things and physical objects.
 +
Tools and weapons function as basic, functional examples — usable, but imperfect.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
==== Construct Coalescence ====
The result will maintain its form as if affected by the Shape ability.
+
Huge illusions.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
Create illusory objects and structures on a massive scale.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
This expands Construct Composition to mass production or monumental construction.
 +
You may create large numbers of objects or enormous structures such as ships, buildings, towns, or small landscapes.
  
Pretty self-explanatory, this is Create on a larger scale.
+
Complex scenes or varied objects may require additional concentration or rolls to maintain, but this does not increase stress cost beyond the initial use.
This is useful for equipping a large band or building something large out of nothing.
+
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Create illusions of destruction and collapse.
 +
'''Nothing is really damaged, it just looks that way'''.
 +
 
 +
Illusion does not wreck directly, as its effects are unreal until Shadowy Shatter. 
 +
Illusion excels at causing apparent mayhem without lasting collateral damage. 
 +
This makes Wreck Illusion ideal for getaways and misdirection — a bridge that seems to collapse behind you, a gate that appears smashed, or a building that looks unsafe to enter.
 +
 
 +
Position depends on the situation. 
 +
If you are unseen, undisturbed, and understand what you are pretending to destroy, the Position is '''Controlled'''. 
 +
If enemies are present, the structure is unfamiliar, or the illusion risks provoking real accidents, the Position may be '''Desperate'''.
 +
 
 +
The Outcome required depends on the apparent scale of the destruction. 
 +
* '''Standard Outcome''' creates the illusion of a car-sized (or smaller) breach or collapse. 
 +
* '''Great Outcome''' allows larger destruction.
 +
Repeated or excessive use strains credibility — an illusion of a rifle breaking ten times invites someone to test it and discover it still functions.
 +
 
 +
==== Faux Fracture ====
 +
Personal scale illusion.
 +
 
 +
Create the illusion of damage to an object or creature.
 +
You create the appearance of destruction to objects or creatures you could plausibly destroy with a sledgehammer.
 +
 
 +
Illusory attacks cause real pain and apparent damage that fades at the end of the score. 
 +
They cannot kill directly; lethal outcomes only occur if the illusion provokes dangerous actions.
 +
 
 +
Describe the form of the damage; any relevant vulnerability or resistance applies to the apparent harm.
  
'''Jimmy:'''
+
Unlike most illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive capacity, though the damage itself remains unreal.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
 
  
Just as crude as it sounds.
+
==== Faux Fissure ====
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
Structural scale illusion.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
Create the illusion of damage to a solid structure.
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
This is Faux Fracture applied to stronger targets, such as walls, gates, or fortifications.
 +
It functions as a Fine and Potent illusory sledgehammer when used against creatures.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Faux Fault ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Temporary damage.
  
'''Disintegrate:'''
+
Illusory damage that creates exploitable openings usable by the crew.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
This functions as Faux Fissure, but the damage becomes temporarily exploitable at your discretion. 
 +
You might create an illusory hole in a wall that you and your Crew can pass through, but which fades over time or as you direct.
 +
As the illusion fades, so does your ability to exploit it.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
==== Faux Fragmentation ====
You also leave less traces, as what you wreck disappears.
+
Area illusion.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
Create city-scale illusions of devastation.
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
This expands Phantom Fracture out to the limits of Range (p. 221), creating the appearance of widespread destruction across districts or entire cities.
  
Rather straightforward, this just scales things up.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:55, 3 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Illusion is the art of perception and deception through sensory projection. It is concerned with perception, not substance. Illusion powers are most often used to deceive, but they can also be used to educate, direct, or reveal patterns that are otherwise hard to notice.

What is an Illusion

Illusion can create sights, sounds, scents, sensations of touch, and other sensory phenomena, but these are always suggestive and indirect. The primary focus of Illusion is vision. Illusionists whose primary sense is not sight would instead focus on projections tuned to their dominant sense, but this is not covered by these rules.

Illusions are Real

Illusions create images of creatures and objects that are objectively real in that they register on physical senses, including those of living beings and sensory devices. Such images are unreal in that they are projections rather than physical matter. An illusion cannot affect objects, structures, or creatures through force unless the power explicitly says it can. An illusion of weight may cause scales to react, but it cannot cause a bridge to collapse. A lift with a weight sensor may shut down due to an illusory overload, but if the sensor is bypassed, the lift functions normally.

Illusory Attacks

Illusory attacks cause real pain and apparent wounds that fade into insignificance at the end of the score. Illusions cannot kill directly; they can only kill by provoking actions with lethal consequences. Each illusory attack should be described fictionally, and any vulnerability or resistance that would apply to the described attack also applies to the illusory harm.

Illusory attacks cannot affect insensate things that lack the capacity to interpret sensory input. This includes objects and creatures below a threshold of perception, such as bacteria and ordinary plants. Observers may perceive such targets as taking damage, but the apparent damage fades over time and has no effect on the insensate thing.

Shadow Illusions

Some illusions have shadow effects. These are almost real and can have physical effects, but these fade away over time. The most spectacular one is Shadowy Shatter that creates an illusory how you can physically move through but that fades away over time. The mechanism here is unclear, the most popular explanation is an overlap with some part of the Shell.

Specters

Illusion creatures are called specters. Specters are structured to behave as if they truly are what they portray, allowing their illusions to respond dynamically without constant intervention from the user. Some specters are highly specialized, believing themselves to be specific people, animals, objects, or even terrain features and are very good at playing their role. Finding or creating such specters may require a flashback or a long-term project. Specters that are aware of their illusory nature are more flexible but less convincing.

Plane of Illusion

The plane of Illusion is a plane of dreams: ephemeral, unstable, and subjective. It shifts rapidly and is shaped by the dreaming minds of the world. Creatures with powerful imaginations may create persistent dream-realms of their own. Such realms can be studied or manipulated to influence their creator, but doing so is difficult and dangerous.

Illusion Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Sense Spectre
Detect Illusions.
Sever Spectre
Dismiss Illusion.
Summon Spectre
Summon Spectres.
Sublime Spectre
Illusion gate.
Command Menacing Mirage
Intimidating aura.
Message Mirage
Signalling illusion.
Majestic Mirage
Impressive scene.
Mirage Arcana
Grand scene.
Consort Makeover Mirage
Full-body mask.
Monster Mirage
Illusory transformation.
Metamorphosis Mirage
Transform crew.
Mob Mirage
Transform crowd.
Finesse Phantom Pilot
Disguise Ride.
Phantom Precision
Illusory attack.
Phantom Path
Illusory routes.
Phantom Passage
Create shadow rides.
Hunt Shadow Seeker
Track images.
Shadow Shot
Illusory snipe.
Shadow Shift
Phantom environment.
Shadow Surge
Illusory area attack.
Prowl Image Invisibility
Become almost invisible.
Image Infiltration
Teleport and distract.
Image Incursion
Crew intrusion.
Image Inversion
Appearance teleport.
Skirmish Echo Evasion
Resist illusory harm.
Echo Engagement
Illusory melee.
Echo Expanse
Illusory obstructions.
Echo Excision
Area attack.
Study Illusory Insight
Identify Illusion.
Illusory Imprint
A view from your memory.
Illusory Inheritance
A view from the past.
Illusory Imago
See everything.
Survey Project Probe
Detect Illusion.
Project Perception
Image that updates.
Project Presence
Pursuing image.
Project Perspective
Create a live illusory map of a vast area.
Sway Persuasive Phantom
Illusory persona.
Persuasive Procession
Illusory crowd.
Persuasive Performance
Illusory expectations.
Persuasive Paradigm
Illusory world.
Tinker Construct Configuration
Alter object.
Construct Conjuring
Illusory objects.
Construct Conception
Create shadow objects.
Construct Coalescence
Huge illusions.
Wreck Faux Fracture
Personal scale illusion.
Faux Fissure
Structural scale illusion.
Faux Fault
Temporary damage.
Faux Fragmentation
Area illusion.

Expanded Illusion Abilities

A recurring problem with Illusion is concealing the fact that projections appear out of nowhere. Illusions are most effective when you have time to prepare or when their appearance can be plausibly masked — emerging from behind a corner, through smoke, darkness, or visual clutter.

Illusions can also be made more convincing by framing them as the result of other forces or Forms, whether or not you actually possess those powers. The illusion does not need to explain itself; it only needs to delay doubt long enough to matter.

Back to top

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Illusion beings and phenomena.

Consequences depend on what happens around you while you Attune. Having helpers or protection reduces risk, and dismissing a willing specter may even be Controlled. Common Consequences include a specter losing control of its projection, nearby illusions destabilizing, or other Illusion creatures intervening.

Sense Spectre

Detect Illusions.

You can see Illusion Spirits and detect Illusion Monsters and powers. This is commonly used to identify projections, hidden specters, or summoned illusions so they can be dispelled or dismissed.

Using Dream Detection may spoil illusions, but you must actively apply it. Even when you know an illusion is false, you still perceive it normally.

  • Limited Outcome suffices against a creature or effect you can clearly see.
  • Standard Outcome is required if it is hidden.
  • Great Outcome is required if it is concealed behind solid barriers.

Sever Spectre

Dismiss Illusion.

Dismissing a specter is difficult and usually requires a Great Outcome. A weakened specter requires only a Standard Outcome. A specter that wishes to be dismissed requires only a Limited Outcome.

You can also force a specter to materialize or reveal its true form. This is easy but limited in range:

  • Limited Effect works only within reach.
  • Standard Effect reaches across an area based on Tier (p. 220).
  • Great Effect reaches across a distance determined by Tier.

You can dispel any Illusion power, as well as powers that alter appearance or sustain specters. This is often used as a Set Up to improve Position when opposing powers are in play.

When used directly, the Effect is usually Limited unless the target relies on Illusion for protection or concealment. Revealing a specter obsessed with maintaining an identity can be terrifying for it.

When dramatically appropriate, a key Illusion may resist dispelling. In such cases, Sever Spectre provides insight into what must be done to resolve the situation instead of negating the effect outright.

Summon Spectre

Summon Spectres.

Illusory summons are called specters. They are Expert Cohort Spirits (p. 96) with Illusion powers and immaterial bodies.

Summoning a specific specter requires knowledge of its unique identity, often called a true name. For technomancers this may take the form of an ID signature, blueprint, or holographic pattern. Learning such an identity may require a flashback, a downtime research activity, or a reward from a score.

Specters come in two broad types:

  • Emulator specters believe themselves to truly be what they portray — a person, animal, object, or even a terrain feature. They use Illusion to sustain this identity and will act decisively to preserve it.
  • Trickster specters pursue personal, often eccentric agendas. One might love parades, another races, a third mundane rituals. They delight in confusion and use Illusion creatively to advance their obsessions.

Sublime Spectre

Illusion gate.

Gate to the Land of Dreams or into a dream. Illusion is linked to the Land of Dreams, where Illusion dominates reality. This realm is fluid, unstable, and subjective, as described in the introduction.

Entering the Land of Dreams involves projecting an Astral Body: your body remains asleep while your consciousness travels. Time there is subjective — a single night’s sleep may contain minutes or months of dream-time.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

Illusion gates may also open into a creature’s personal dreamscape. This requires a supernatural link or the target’s presence.

Such journeys confront the dreamer’s fears, memories, and desires. They may recover lost memories, influence behavior, or reshape personality, but doing so is dangerous and unpredictable.

Back to top

Command

Illusion does not command creatures directly. Instead, it creates images and sounds that influence behavior by provoking reactions.

Illusion Command is indirect: you must craft a situation that encourages obedience, fear, awe, or hesitation. The guiding principle is “show, not tell.” Illusions can move and make sound, but they are poor at extended speech, limited to short emphatic phrases.

Menacing Mirage

Intimidating aura.

Create frightening or awe-inspiring images or sounds. You can give yourself an intimidating aura or create a threatening illusion and sound, roughly human-sized and up to about a cubic meter in volume, or a sound comparable to a lion’s roar.

The image can move and react to creatures but lacks even the illusion of physical solidity. This provides sufficient leverage to use Command for intimidation without direct violence or revealing your involvement.

Message Mirage

Signalling illusion.

Send an illusory projection of yourself to communicate. You create an illusion of yourself that appears near a creature you can clearly imagine. You can see, hear, and speak as if you were present.

The projection follows the target, and your perception is focused on them and you can only see nearby features they indicate or interact with.

Majestic Mirage

Impressive scene.

You create a full-sense illusion the size of a house, such as a formation of several dozen figures or enough imagery to fill a small square.

The illusion can speak and act out a scene under your broad direction. You do not need to micromanage it; it automatically orients itself to interact convincingly with nearby observers.

Depending on how it is used, this improves either Effect, Position, or possibly both.

Mirage Arcana

Grand scene.

This functions as Majestic Mirage on a grand scale. You can create the appearance of armies, cities, palace-complexes, forests, or mountains.

Simple scenes that do not require detailed interaction are easy to maintain. Complex scenes involving many interacting figures require sustained concentration and may call for additional rolls to maintain, though these do not risk Stress like the initial use.

Back to top

Consort

Change the appearance of creatures through Illusion — first yourself, then others, and finally entire crowds.

Consort Illusion alters how creatures are perceived, not what they physically are. These changes can enable deception, social access, or confusion, but they do not grant new abilities or effect from illusory physical traits.

Normally you gain none of the abilities of your assumed form. You cannot fly as an illusory bird, breathe water as an illusory fish, or otherwise bypass physical limitations.

Extreme size changes are impractical. Appearing tiny does not let you pass through small spaces, and appearing enormous does not grant physical reach — people may collide with parts of you that are not actually present. To meaningfully interact at a different scale, you must rely on other powers. Great Outcome can overcome this limitation, see below.

  • Limited Outcome lasts for a scene.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome lasts for a scene, but this becomes a shadow illusion, allowing you to use the Basic and Advanced abilities of the Form of the assumed shape, but you do so with reduced initial Effect.

Makeover Mirage

Full-body mask.

You add illusory clothing, accessories, and cosmetic details to your appearance. You do not change your physical shape; instead, you alter surface features such as hair, skin tone, facial details, and voice.

This can conceal your identity or create striking, fabulous outfits. You cannot change your size or body plan, but illusory clothing and accessories function as an instant disguise.

You can use this on your entire Crew as an Advanced ability.

Monster Mirage

Illusory transformation.

You take on the outward appearance of any creature or object. This can aid social interaction or intimidation.

  • Limited Outcome transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
  • Standard Outcome allows you to become a generic creature, very difficult to recognize as yourself.
  • Great Outcome allows you to assume the exact shape and mannerisms of a specific creature you have studied.

Metamorphosis Mirage

Transform crew.

Alter the appearance of your crew or a willing or helpless creature. This is Monster Mirage applied to another creature.

Mob Mirage

Transform crowd.

Change the appearance of many creatures at once. This is Monster Mirage applied to all creatures you can see in an Area (p. 221). You may give each an individual appearance or render them as a faceless, uniform crowd.

By altering many appearances simultaneously, you can obscure identities and sow confusion. This can cause chaos in streets, courts, or battlefields. Creatures do not automatically realize their own appearance has changed, compounding the confusion.

Back to top

Finesse

Use Illusion for deceptive weapons, movement, and misdirection.

Phantom Pilot

Disguise Ride.

Change the appearance of a mount or personal vehicle. You alter the visual appearance and, to a limited extent, the sound of a mount or vehicle in any way you choose. The illusion covers the vehicle and its tracks as long as you maintain the effect.

Concealing a very large conveyance, such as a yacht, bus, or dragon, requires a Great Outcome.

At Advanced tier, you can apply this effect individually to each of your Crew’s rides.

Phantom Precision

Illusory attack.

Create a Fine and Potent illusory melee weapon. You project the appearance and sensation of a close-range weapon. The attack causes real pain and convincing injury that fades at the end of the score; it cannot kill directly except by provoking dangerous actions.

Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.

Aside from damage type, this substitutes for a Fine and Potent weapon. Activating the illusion in combat takes no more time than drawing a weapon.

Phantom Path

Illusory routes.

Alter the appearance of roads and paths. You make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.

If observers can see you travel safely along a concealed or false path, the illusion becomes suspect. Locals familiar with the terrain are especially difficult to mislead.

Phantom Passage

Create shadow rides.

You create shadow rides, semi-real mounts or vehicles for yourself and your Crew. They function as ordinary conveyances of their type, but appear as misty or shadowy forms, make no noise, and leave no trail.

Back to top

Hunt

Track, strike, and reshape the battlefield through Illusion. Illusion Hunt excels at misdirection, pursuit, and apparent force rather than true lethality.

Shadow Seeker

Track images.

Track anything you have a clear mental image of. You follow the impression a target leaves on the world-image as it moves. These traces fade quickly and become unreliable when many similar targets are nearby.

Consequences usually arise from the environment or population rather than the trail itself — obstacles, getting lost, hostile attention, traps, or ambushes.

Shadow Shot

Illusory snipe.

A Fine and Potent ranged attack. Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.

This serves as a replacement for ranged equipment in terms of Effect; a mundane Fine and Potent weapon is equally effective but causes real damage. Using this attack in combat takes no additional time — activating the illusion is equivalent to drawing a weapon.

Shadow Shift

Phantom environment.

You can reshape the appearance of an Area (p. 221). The illusion can be dramatic, but it only alters the appearance of existing things. You cannot create new structures or render objects truly invisible. Examples include making a slum appear like a palace complex or a field appear as a jungle.

The illusion affects all senses, but offers no physical resistance when force is applied. You may add environmental effects such as mist, rain, smoke, temperature shifts, and scents.

Shadow Shift is commonly used as a Set Up, but it can also alter behavior — smoke, rain, snow, or darkness often cause people to flee, hide, or seek shelter.

Consequences may distract allies, strain concentration, or allow select opponents to pierce the illusion.

Shadow Surge

Illusory area attack.

An escalation of Shadow Shot, this is an illusory attack similar to a Fine and Potent grenade. This affects all enemies in a single location, trading precision for scale. This allows full Effect against an entire gang of cohorts.

The illusion may include apparent environmental damage, convincing at a glance but quickly fading.

Back to top

Prowl

Hide, slip away, and reposition through Illusion. Illusion excels at concealment and deception, even enabling movement through misdirection.

Image Invisibility

Become almost invisible.

You erase most visual cues of your presence, allowing you to Prowl into places that would otherwise be impossible to enter unnoticed.

The illusion is not perfect. Air shimmers slightly, you emit a faint glow in darkness, and you still produce sound. Strong light, total darkness, sudden movement, and noise make detection easier.

Image Infiltration

Teleport and distract.

You create an illusion of yourself at a location you can clearly see. You can then exchange positions with it.

The illusory double attempts to flee or act believably on its own, drawing on a remnant of your personality, grabbing attention and creating confusion.

Image Incursion

Crew intrusion.

Allow others to use Image Invisibility and Image Infiltration. Each participant rolls their own Prowl Action and suffers their own Consequences. This is often a Group Action.

Image Inversion

Appearance teleport.

Teleport between similar places. You teleport yourself and your Crew between two locations that are visually similar enough that casual observation cannot distinguish them.

You must be familiar with the destination. You may use other illusions to make the locations match more closely, usually by changing the place you are at.

This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation. Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.

Back to top

Skirmish

Prosper in the chaos of battle through deception and misdirection.

Echo Evasion

Resist illusory harm.

You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous dreamscapes and many Drealands events, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Echo Engagement

Illusory melee.

Fine and Potent illusory attack. You make a close-range attack through projected force, pain, or apparent injury. Illusory attacks cause real pain and convincing damage that fades at the end of the score; they cannot kill directly except by provoking dangerous actions.

Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.

Aside from damage type, this substitutes for equipment; mundane weapons are just as effective. Some targets may be more or less vulnerable to specific attacks, but this is the exception.

Echo Expanse

Illusory obstructions.

Create illusory obstructions that negate Scale (p 221). You conjure convincing hindrances — spectral allies, false barriers, shifting mazes, or concealing mist — that break up enemy formations. This negates the advantage of numbers without creating lasting terrain. You can also make one Echo Engagement as a part of this.

Echo Excision

Area attack.

Echo Engagement as an area attack. Fine and Potent illusory attack against all enemies in the skirmish. This is Illusory Elite applied across the entire engagement. You negate the advantage from Scale (p. 221) and spread your Effect across multiple opponents, inflicting full Illusory Skirmish Harm against a Cohort Gang.

Back to top

Study

Study and analyze illusions and images to gain insight and knowledge. The outcome required depends on range.

  • Limited outcome for touch.
  • Standard outcome for line-of-sight.
  • Great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

These powers can spot illusions, but you have to actively use them to do so.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position.

Illusory Insight

Identify Illusion.

Learn the powers and abilities of an illusion. Learn of any powers or special abilities the illusion has. This includes actual rules and game effects as well as what the illusion hides or disguises.

Illusory Imprint

A view from your memory.

You recreate a scene from memory. This is detailed and may contain things you do not consciously remember. Others can help you inspect this image and draw their own conclusions, but it is very hard for them to tell if this is truly a memory or an illusion you created using Sway in order to fool them.

Illusory Inheritance

A view from the past.

Illusory Memory, but it is from the past of your current location of an item or person you hold as you use the ability, you need not have been present yourself. You can zoom in on events of interest.

Illusory Memory, but it is from the past of your current location, you need not have been present when the event occurred. You can zoom in on events of interest.

Illusory Imago

See everything.

You see everything in Range (p. 221). Darkness, walls and barriers do not limit vision, but enclosed spaces do. Provides a detailed view of events involving Illusions as far as you can see, pinpointing locations of interest. You can then play back what you see in three locations in the area, like Illusory Imprint.

Back to top

Survey

Perceive and locate illusions.

The Outcome required depends on concealment:

  • Limited Outcome detects targets behind light cover or at extreme distance.
  • Standard Outcome can see behind walls and into hard cover.
  • Great Outcome reveals distant locations or places you did not know existed.

Project Probe

Detect Illusion.

Detect illusions and invisible things. You selectively sense illusions of a specified kind. This is a basic spotting power.

Project Perception

Image that updates.

You create a small illusion of a known location. The image updates in real time as the location changes, as long as you maintain concentration.

Project Presence

Pursuing image.

Create a live illusory image of a creature. As Project Perception, but focused on a known creature. The illusion follows the creature as it moves and shows what is nearby.

Project Perspective

Create a live illusory map of a vast area.

As Project Perception, but on a grand scale. You can represent everything within Range (p. 221), such as several city blocks or a large terrain feature such as a forest, field, or hill, and shift the viewpoint to different angles or positions.

Back to top

Sway

Convince others by showing them illusions.

Persuasive Phantom

Illusory persona.

Convincing visual image up to the size of a human. Create a full-sense image of something of human size or smaller. This can be a creature that tries to convince observers with convincing words, or something like a signpost. The image appears real to all senses, but if pushed hard it is revealed to be immaterial.

Persuasive Procession

Illusory crowd.

Full-sense illusion of a stage and actors. Similar but larger than Persuasive Phantom. An illusion of a few dozen people or things like a large carriage or street scene. You can move the illusion as long as you move all the components together, something left behind will soon disappear. This allows you to make an illusion of a group of monsters or people that move about, but their tracks and any items left behind will soon disappear as they move out of an area. This is precise enough to make forged documents.

Persuasive Performance

Illusory expectations.

Draw illusion from another's mind. Similar to Persuasive Procession, but you give control over the illusion to a target's subconscious. You can give a general theme of the illusion, and the target will fill in the details. This frees you from having to concentrate on controlling the illusion, and it will always look and act appropriately to the target's expectations. A target with high self-confidence may be able to push the illusion to fit their agenda, but this actually makes it harder for that observer penetrate the illusion.

Persuasive Paradigm

Illusory world.

An illusion around a creature replaces all sensations. The target must be in your power for you to do this. You encase the target in an illusion that controls every sensation the target perceives. This places the target in an illusory world entirely of your creation. You can create a theme for the illusion that repeats with simple variations, or you can give control to the target's subconscious having it play out the targets desires or fears. The target appears to be asleep, and any interaction with the target's actual body will be incorporated into the illusion, allowing the target to be fed, clothed, and led. You can take detailed control at any time when you touch the target, and you may be able to trick the target into acts provoked by events in the Private Phantasm.

Back to top

Tinker

Create illusory objects and structures.

You can create illusions of objects of any kind, with any appearance you desire, but they are insubstantial unless otherwise stated. More advanced techniques allow illusions to gain limited, conditional reality.

Outcome determines duration:

  • Limited Outcome — lasts for immediate use.
  • Standard Outcome — lasts for the duration of a score.
  • Great Outcome — semi-permanent.

Objects larger than a human (or you, if you are larger than human), highly complex constructions, or items whose apparent Quality exceeds your Tier require increased Outcome.

Position depends on how quiet your workspace is and how much time you have.

Consequences often alter details of the illusion: warped proportions, overly ornate features, strange markings, mismatched symbols, or subtle inconsistencies that hint the object is unreal.

Construct Configuration

Alter object.

Alter the appearance of an existing object. You change the appearance of an object up to human size. You do not change its actual size or mass, but you may radically alter its apparent form.

A stick may appear as a sword, a log as a mount, clothing as armor, or the reverse. This is a full-sense illusion, affecting sight, sound, smell, and touch.

The illusion may suggest abilities the object does not have or conceal features it does. The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.

Construct Conjuring

Illusory objects.

Create illusory objects or render objects invisible. You can create illusory objects from nothing or make existing objects invisible. Illusory objects can be manipulated as if real but cannot support weight.

You may create larger objects, up to the size of a large carriage. Illusory effects may now extend outward — for example, missiles from an illusory weapon can produce illusory Harm at range.

An invisible weapon may grant an advantage initially, but use and impact tends to reveal it for what it is.

When used to create weapons: Illusory attacks cause pain and apparent wounds that fade at the end of the score. Illusions cannot kill directly and cannot affect insensate things lacking cognitive capacity. Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory Harm.

Construct Conception

Create shadow objects.

As Phantasmal Fabrication, but objects you create can be shadowy, semi-real. They function as what they depict but with reduced effect, and only for you and your allies.

For example, you might create an illusory stone bridge that supports your Crew like a wooden bridge, but offers no support to others.

Shadow objects way can affect mindless things and physical objects. Tools and weapons function as basic, functional examples — usable, but imperfect.

Construct Coalescence

Huge illusions.

Create illusory objects and structures on a massive scale. This expands Construct Composition to mass production or monumental construction. You may create large numbers of objects or enormous structures such as ships, buildings, towns, or small landscapes.

Complex scenes or varied objects may require additional concentration or rolls to maintain, but this does not increase stress cost beyond the initial use.

Back to top

Wreck

Create illusions of destruction and collapse. Nothing is really damaged, it just looks that way.

Illusion does not wreck directly, as its effects are unreal until Shadowy Shatter. Illusion excels at causing apparent mayhem without lasting collateral damage. This makes Wreck Illusion ideal for getaways and misdirection — a bridge that seems to collapse behind you, a gate that appears smashed, or a building that looks unsafe to enter.

Position depends on the situation. If you are unseen, undisturbed, and understand what you are pretending to destroy, the Position is Controlled. If enemies are present, the structure is unfamiliar, or the illusion risks provoking real accidents, the Position may be Desperate.

The Outcome required depends on the apparent scale of the destruction.

  • Standard Outcome creates the illusion of a car-sized (or smaller) breach or collapse.
  • Great Outcome allows larger destruction.

Repeated or excessive use strains credibility — an illusion of a rifle breaking ten times invites someone to test it and discover it still functions.

Faux Fracture

Personal scale illusion.

Create the illusion of damage to an object or creature. You create the appearance of destruction to objects or creatures you could plausibly destroy with a sledgehammer.

Illusory attacks cause real pain and apparent damage that fades at the end of the score. They cannot kill directly; lethal outcomes only occur if the illusion provokes dangerous actions.

Describe the form of the damage; any relevant vulnerability or resistance applies to the apparent harm.

Unlike most illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive capacity, though the damage itself remains unreal.

Faux Fissure

Structural scale illusion.

Create the illusion of damage to a solid structure. This is Faux Fracture applied to stronger targets, such as walls, gates, or fortifications. It functions as a Fine and Potent illusory sledgehammer when used against creatures.

Faux Fault

Temporary damage.

Illusory damage that creates exploitable openings usable by the crew. This functions as Faux Fissure, but the damage becomes temporarily exploitable at your discretion. You might create an illusory hole in a wall that you and your Crew can pass through, but which fades over time or as you direct. As the illusion fades, so does your ability to exploit it.

Faux Fragmentation

Area illusion.

Create city-scale illusions of devastation. This expands Phantom Fracture out to the limits of Range (p. 221), creating the appearance of widespread destruction across districts or entire cities.

Back to top