Difference between revisions of "Illusion Powers (FiD)"

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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.
 
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.
 
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.
 
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.
 
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.
 
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.
 
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.
+
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.
  
 +
=== 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.
 
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 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.
 
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.
 
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 Power Effects Table ==
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== Illusion Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
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|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Dream Detection''' <br> Detect illusory creatures and powers.  
+
|valign="top"| '''[[#Sense Spectre|Sense Spectre]]''' <br> Detect Illusions.
|valign="top"| '''Sever Spectre'''   <br> Dismiss a specter or end an illusion power.  
+
|valign="top"| '''[[#Sever Spectre|Sever Spectre]]''' <br> Dismiss Illusion.
|valign="top"| '''Summon Spectre''' <br> Call a specter from another plane.  
+
|valign="top"| '''[[#Summon Spectre|Summon Spectre]]''' <br> Summon Spectres.
|valign="top"| '''Dream Domain'''   <br> Gate to the realm of dreams or into a dream.  
+
|valign="top"| '''[[#Sublime Spectre|Sublime Spectre]]''' <br> Illusion gate.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''
 
|align="left" valign="top" | '''Command'''
|valign="top"| '''Menacing Mirage''' <br> Scary or awe-inducing images or sounds.  
+
|valign="top"| '''[[#Menacing Mirage|Menacing Mirage]]''' <br> Intimidating aura.
|valign="top"| '''Message Mirage''' <br> Send an illusion of yourself to communicate.  
+
|valign="top"| '''[[#Message Mirage|Message Mirage]]''' <br> Signalling illusion.
|valign="top"| '''Majestic Mirage''' <br> Full-sense scary or awe-inducing illusions.
+
|valign="top"| '''[[#Majestic Mirage|Majestic Mirage]]''' <br> Impressive scene.
|valign="top"| '''Mirage Arcana'''   <br> Vast scary illusions.
+
|valign="top"| '''[[#Mirage Arcana|Mirage Arcana]]''' <br> Grand scene.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Makeover Mirage'''     <br> Illusory full-body mask.  
+
|valign="top"| '''[[#Makeover Mirage|Makeover Mirage]]''' <br> Full-body mask.
|valign="top"| '''Monster Mirage'''       <br> Assume the appearance of any other creature.  
+
|valign="top"| '''[[#Monster Mirage|Monster Mirage]]''' <br> Illusory transformation.
|valign="top"| '''Metamorphosis Mirage''' <br> Give a willing or helpless creature any appearance.
+
|valign="top"| '''[[#Metamorphosis Mirage|Metamorphosis Mirage]]''' <br> Transform crew.
|valign="top"| '''Mob Mirage'''           <br> Change the appearance of large number creatures.
+
|valign="top"| '''[[#Mob Mirage|Mob Mirage]]''' <br> Transform crowd.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Vehicle Veil'''   <br> Change the appearance of a mount or personal vehicle.  
+
|valign="top"| '''[[#Phantom Pilot|Phantom Pilot]]''' <br> Disguise Ride.
|valign="top"| '''Mirage Melee'''   <br> Create an illusion of a fine and potent melee weapon.
+
|valign="top"| '''[[#Phantom Precision|Phantom Precision]]''' <br> Illusory attack.
|valign="top"| '''Phantom Path'''   <br> Alter the appearance of a road, misleading travelers.
+
|valign="top"| '''[[#Phantom Path|Phantom Path]]''' <br> Illusory routes.
|valign="top"| '''Phantom Passage''' <br> Create phantasmal steeds.  
+
|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> Track any creature you have a good mental image of.
+
|valign="top"| '''[[#Shadow Seeker|Shadow Seeker]]''' <br> Track images.
|valign="top"| '''Shadow Shot'''   <br> An illusory fine and potent ranged attack.
+
|valign="top"| '''[[#Shadow Shot|Shadow Shot]]''' <br> Illusory snipe.
|valign="top"| '''Shadow Shift''' <br> Change the appearance of your surroundings.  
+
|valign="top"| '''[[#Shadow Shift|Shadow Shift]]''' <br> Phantom environment.
|valign="top"| '''Shadow Surge''' <br> Illusory attack similar to a fine and potent grenade.
+
|valign="top"| '''[[#Shadow Surge|Shadow Surge]]''' <br> Illusory area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Invisibility'''       <br> Become almost invisible.  
+
|valign="top"| '''[[#Image Invisibility|Image Invisibility]]''' <br> Become almost invisible.
|valign="top"| '''Image Exchange'''     <br> Teleport and leave an image behind.  
+
|valign="top"| '''[[#Image Infiltration|Image Infiltration]]''' <br> Teleport and distract.
|valign="top"| '''Shared Self'''         <br> Use Invisibility and Image Exchange on others.
+
|valign="top"| '''[[#Image Incursion|Image Incursion]]''' <br> Crew intrusion.
|valign="top"| '''Illusive Excursion:''' <br> Teleport crew to a similar-looking place.
+
|valign="top"| '''[[#Image Inversion|Image Inversion]]''' <br> Appearance teleport.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Illusory Armor'''       <br> Block psychic damage.  
+
|valign="top"| '''[[#Echo Evasion|Echo Evasion]]''' <br> Resist illusory harm.
|valign="top"| '''Illusory Elite'''       <br> Fine and potent illusory melee attack.
+
|valign="top"| '''[[#Echo Engagement|Echo Engagement]]''' <br> Illusory melee.
|valign="top"| '''Illusory Obstacle'''     <br> Negate scale.
+
|valign="top"| '''[[#Echo Expanse|Echo Expanse]]''' <br> Illusory obstructions.
|valign="top"| '''Illusionary Onslaught''' <br> Fine and potent illusory attack against all.  
+
|valign="top"| '''[[#Echo Excision|Echo Excision]]''' <br> Area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Identify Illusion''' <br> Identify illusions.  
+
|valign="top"| '''[[#Illusory Insight|Illusory Insight]]''' <br> Identify Illusion.
|valign="top"| '''Illusion Insight''' <br> Learn the powers and abilities of an illusion.
+
|valign="top"| '''[[#Illusory Imprint|Illusory Imprint]]''' <br> A view from your memory.
|valign="top"| '''Illusory Echoes'''   <br> A view from the past.
+
|valign="top"| '''[[#Illusory Inheritance|Illusory Inheritance]]''' <br> A view from the past.
|valign="top"| '''Panopticon'''       <br> You see everything in a wide area.  
+
|valign="top"| '''[[#Illusory Imago|Illusory Imago]]''' <br> See everything.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Detect Image'''     <br> Sense illusions and invisible things.
+
|valign="top"| '''[[#Project Probe|Project Probe]]''' <br> Detect Illusion.
|valign="top"| '''Perceptive Image''' <br> Create an illusion, reality updates it.  
+
|valign="top"| '''[[#Project Perception|Project Perception]]''' <br> Image that updates.
|valign="top"| '''Real Image'''       <br> Let reality make an illusion.
+
|valign="top"| '''[[#Project Presence|Project Presence]]''' <br> Pursuing image.
|valign="top"| '''Omnipresence'''     <br> Create an illusion of a huge area, reality updates it.
+
|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> Convincing visual image up to the size of a human.
+
|valign="top"| '''[[#Persuasive Phantom|Persuasive Phantom]]''' <br> Illusory persona.
|valign="top"| '''Phantasmal Procession''' <br> Full-sense illusion of a stage and actors.
+
|valign="top"| '''[[#Persuasive Procession|Persuasive Procession]]''' <br> Illusory crowd.
|valign="top"| '''Phantom Thought'''       <br> Draw illusion from another's mind.
+
|valign="top"| '''[[#Persuasive Performance|Persuasive Performance]]''' <br> Illusory expectations.
|valign="top"| '''Private Phantasm'''     <br> An illusion around a creature replaces all sensations.  
+
|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.  
+
|valign="top"| '''[[#Construct Configuration|Construct Configuration]]''' <br> Alter object.
|valign="top"| '''Phantasmal Fabrication''' <br> Make items invisible or create illusory items out of nothing.  
+
|valign="top"| '''[[#Construct Conjuring|Construct Conjuring]]''' <br> Illusory objects.
|valign="top"| '''Shadow Structure'''       <br> Create semi-real things that only work for your crew.
+
|valign="top"| '''[[#Construct Conception|Construct Conception]]''' <br> Create shadow objects.
|valign="top"| '''Mass Mirage'''           <br> Phantasmal Fabrication on a grand scale.
+
|valign="top"| '''[[#Construct Coalescence|Construct Coalescence]]''' <br> Huge illusions.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''
 
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Faux Fracture'''       <br> Illusion of damage to an object.
+
|valign="top"| '''[[#Faux Fracture|Faux Fracture]]''' <br> Personal scale illusion.
|valign="top"| '''Phantom Fracture'''     <br> Illusion of damage to a place.
+
|valign="top"| '''[[#Faux Fissure|Faux Fissure]]''' <br> Structural scale illusion.
|valign="top"| '''Shadowy Shatter'''     <br> Phantom Fracture, but semi-real.
+
|valign="top"| '''[[#Faux Fault|Faux Fault]]''' <br> Temporary damage.
|valign="top"| '''Apocalyptic Artistry''' <br> City-sized Phantom Fracture.  
+
|valign="top"| '''[[#Faux Fragmentation|Faux Fragmentation]]''' <br> Area illusion.
 
|}
 
|}
  
== Expanded Illusion Powers ==
+
== Expanded Illusion Abilities ==
 
A recurring problem with Illusion is concealing the fact that projections appear out of nowhere.   
 
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 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.
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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.
 
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.
  
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 +
=== Attune ===
 +
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Illusion beings and phenomena.
  
=== Attune ===
+
Consequences depend on what happens around you while you Attune
Harness the power to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
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.
  
The consequences usually depend on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed making the situation controlled. Attune Illusion consequence might be that the target loses control of itself, or that other creatures appear to intervene.
+
==== Sense Spectre ====
 +
Detect Illusions.
  
==== Dream Detection ====
+
You can see Illusion Spirits and detect Illusion Monsters and powers
Detect illusory creatures and powers.
+
This is commonly used to identify projections, hidden specters, or summoned illusions so they can be dispelled or dismissed.
  
You can see Illusion spirits and detect illusory creatures and powers.
+
Using Dream Detection may spoil illusions, but you must actively apply it
This is usually done to spot an illusion or a summoned creature so that it can be dispelled or dismissed.
+
Even when you know an illusion is false, you still perceive it normally.
This can spoil illusions, but you must actively use it to spot illusions, and you still perceive them even when you know they are not real.
 
  
Limited outcome suffices against a creature you can clearly see. You need greater outcome against a creature that is hidden (standard outcome) or behind a solid wall (great outcome).
+
* '''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 ====
 
==== Sever Spectre ====
Dismiss a specter or end an illusion power.
+
Dismiss Illusion.
  
Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.
+
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 use this to force an Illusion Spirit (a specter) to materialize or revert to their true appearance.  
+
You can also force a specter to materialize or reveal its true form.
Forcing an Illusion spirit to materialize is easy, but limited in range; if the creature can get away from you it will disappear.
+
This is easy but limited in range
Limited effect only works on spirits within reach.  
+
* '''Limited Effect''' works only within reach.
Standard effect can reach out to any target in an area based on your tier (p 220).  
+
* '''Standard Effect''' reaches across an area based on Tier (p. 220).
Great effect reaches out to a range covered by tier (p 220).
+
* '''Great Effect''' reaches across a distance determined by Tier.
 
You can dispel any Illusion power or a power that changes appearance or affects a specter or illusion.
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
 
This improves the position of the supported action.  
 
  
It can also be used to break the continuing effects of powers.
+
You can dispel any Illusion power, as well as powers that alter appearance or sustain specters.
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
This is often used as a Set Up to improve Position when opposing powers are in play.
Against an opponent in a firefight that hides behind an illusory wall you may have a better effect.
 
For specters obsessed with an identity being revealed like this is extremely scary.
 
  
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 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 Spectre ====
Call a specter from another plane.
+
Summon Spectres.
 +
 
 +
Illusory summons are called specters. 
 +
They are Expert Cohort [[Spirit_(FiD)|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.
  
Illusory summons are called specters.
+
Specters come in two broad types:
Spectres are Expert Cohorts (page 96) [[Spirit_(FiD)|Spirits]] with Illusion powers.
 
They are immaterial representations of what they depict.
 
Summoning a specific specter requires knowing its unique identity — called a true name in mystical traditions.
 
For a technomancer, this might be a type ID, blueprint, or hologram. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
 
  
Specters come in two types: Emulators and Tricksters.
+
* '''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.
* '''Emulator specters''' are convinced they are in fact something else. This can be anything — a tree, a policeman, a hole in the ground. They use illusion to manifest as what they believe themselves to be, and will go to any length to maintain this role.
 
  
* '''Trickster specters''' are motivated to cause confusion and push their agenda, which can be quite strange. One specter might love processions, another loves races, a third loves when people use toilets, and all are enthusiastic about using illusions to realize their very personal agenda.
+
* '''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.
  
==== Dream Domain ====
+
==== Sublime Spectre ====
Gate to the realm of dreams or into a dream.
+
Illusion gate.
  
Illusions are linked to the Land of Dreams, where Illusion is dominant.  
+
Gate to the Land of Dreams or into a dream.
This is a land of fleeting dreams and illusions, as outlined in the [[#top|Introduction]].
+
Illusion is linked to the Land of Dreams, where [[#top|Illusion]] dominates reality.
Dream Domain is an entirely mental power, your body remains in a deep sleep while your spirit travels into dream.  
+
This realm is fluid, unstable, and subjective, as described in the introduction.
Time in the dreamworld is subjective, a night's sleep can seem like a few very intense minutes or months of subjective dream-time passing in a scene change.
+
 
 +
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.
 +
Time there is subjective a single night’s sleep may contain minutes or months of dream-time.
  
 
{{ : Gate Shared Rules (FiD) }}
 
{{ : Gate Shared Rules (FiD) }}
  
Illusion gates offer another option; to enter a creature's dreams, a personal dreamscape formed by a target.  
+
Illusion gates may also open into a creature’s personal [[Cosmology_(FiD)#Dreamscapes|dreamscape]].
To do so you need a supernatural link or for the target to be present.
+
This requires a supernatural link or the target’s presence.
This will lead to encounters with that creature's fears and fantasies, and can potentially retrieve lost memories, cure mental ailments, or change the target's personality in radical ways.
 
  
 +
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Illusions don't control creatures tied to the power; instead, they create illusions that can influence anyone. They are not as direct as issuing commands, you have to craft illusions to provoke the desired reaction.
+
Illusion does not command creatures directly. 
The key principle is "show, not tell", the image can move and make sounds but is not good at speaking, tough it can manage a few emphatic words.
+
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 ====
 
==== Menacing Mirage ====
Scary or awe-inducing images or sounds.
+
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.
  
You can either give yourself an intimidating aura or create a threatening image and sound, roughly human-sized, up to a cubic meter in volume, or a sound equal to a lion's roar.
+
The image can move and react to creatures but lacks even the illusion of physical solidity.   
The image can be moved and interact with creatures, but it lacks even the illusion of physical solidity.   
+
This provides sufficient leverage to use Command for intimidation without direct violence or revealing your involvement.
The illusion provides enough leverage to use Command for intimidation, without actual violence or revealing your involvement. Freestanding images also confuse targets about what is intimidating them, making your work subtle.
 
  
 
==== Message Mirage ====
 
==== Message Mirage ====
Send an illusion of yourself to communicate.
+
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.
  
This creates an illusion of you that appears near a creature you have a clear mental image of.
+
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 see, hear, and speak as if you were there.
 
Your image will follow them around, and your perception is focused on your target and nearby things the target points out.
 
  
 
==== Majestic Mirage ====
 
==== Majestic Mirage ====
Full-sense scary or awe-inducing illusions.
+
Impressive scene.
  
This is a full-sense illusion the size of a house. It can be a group of about a three dozen people or things enough to fill a small square.  
+
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.
This illusion can speak and act out a scene under your instructions.  
+
 
You do not need to control the image in detail, it will automatically orient itself against people to interact.
+
The illusion can speak and act out a scene under your broad direction.
An illusion suitable to the occasion will impress from a position of advantage, like a Fine item does.
+
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 ====
 
==== Mirage Arcana ====
Vast scary illusions.
+
Grand scene.
  
This is the same as Majestic Mirage, but on a grand scale.
+
This functions as Majestic Mirage on a grand scale.
You can create a small army or illusory terrain like a forest or mountain.
+
You can create the appearance of armies, cities, palace-complexes, forests, or mountains.
It is easy to create simple scenes that don't involve people interacting with each other such as terrain features or a city seen from a distance.
 
A complex scene requires more concentration to maintain and this might require additional rolls, but such rolls won't risk stress like the initial use does.
 
  
 +
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
You change the appearance of creatures, first yourself, then others, and finally a crowd.
+
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_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.
  
 
==== Makeover Mirage ====
 
==== Makeover Mirage ====
Illusory full-body mask.
+
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.
  
Add any illusory clothes and accessories to your outfit.
+
You can use this on your entire Crew as an Advanced ability.
You do not change your shape, you accessorize and change details such as hair, skin color, and details like face and voice.
 
This can mask your identity or create fabulous outfits.
 
You cannot change your size and shape, but illusory clothes and accessories can act as a instant disguise.
 
  
 
==== Monster Mirage ====
 
==== Monster Mirage ====
Assume the appearance of any other creature.
+
Illusory transformation.
 +
 
 +
You take on the outward appearance of any creature or object. 
 +
This can aid social interaction or intimidation.
  
You can change into the appearance of any creature or object. This can help your interactions with people, tough extreme size changes are impractical, making yourself look tiny will not let you pass through small spaces and people may run into parts of you they cannot see.  
+
* '''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.
Making yourself huge requires that you use other powers to physically interact at your new apparent reach.  
+
* '''Standard Outcome''' allows you to become a generic creature, very difficult to recognize as yourself.
You don't get any of the abilities of your assumed appearance, you can't  swim or breathe water as an illusory fish or fly as an illusory bird.  
+
* '''Great Outcome''' allows you to assume the exact shape and mannerisms of a specific creature you have studied.
  
 
==== Metamorphosis Mirage ====
 
==== Metamorphosis Mirage ====
Give a willing or helpless creature any appearance.
+
Transform crew.
  
This is Monster Mirage applied to others.
+
Alter the appearance of your crew or a willing or helpless creature.
The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and can potentially be permanent, depending on the the story.  
+
This is Monster Mirage applied to another creature.  
  
 
==== Mob Mirage ====
 
==== Mob Mirage ====
Change the appearance of large number creatures.
+
Transform crowd.
  
This is Monster Mirage applied to all the creatures you can see.  
+
Change the appearance of many creatures at once.
You can give each an individual appearance or create a faceless mob
+
This is Monster Mirage applied to all creatures you can see in an Area (p. 221). 
By changing the appearance of many creatures at once, you can confuse people about who is who. This can cause chaos on the street, in a court, or on a battlefield. People will not automatically realize their own appearance has changed, causing further confusion.
+
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 ===
Illusory weapons and rides.
+
Use Illusion for deceptive weapons, movement, and misdirection.
 +
 
 +
==== Phantom Pilot ====
 +
Disguise Ride.
  
==== Vehicle Veil ====
 
 
Change the appearance of a mount or personal vehicle.
 
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.
  
You can change the appearance and to a lesser extent sound of your ride in any fashion you wish.
+
==== Phantom Precision ====
The illusion covers the vehicle and any tracks as long as you maintain the effect.
+
Illusory attack.
Covering a large ride like a yacht, bus, or dragon requires great outcome.
 
  
You can alter individual rides for each of your crew as an advanced power.
+
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.
  
==== Mirage Melee ====
+
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
Create an illusion of a fine and potent melee weapon.
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
  
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences.
+
Aside from damage type, this substitutes for a Fine and Potent weapon.   
Illusory attacks cannot affect insensate things that lack cognitive abilities.   
+
Activating the illusion in combat takes no more time than drawing a weapon.
This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria.
 
You should describe the illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.
 
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.
 
  
 
==== Phantom Path ====
 
==== Phantom Path ====
Alter the appearance of a road, misleading travelers.
+
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.
  
You can make roads and paths seem to disappear or lead into poor terrain and create the appearance of roads when there are in fact none. If others can see you riding on a road you concealed this will lead pursuers to doubt the illusion, and locals who know the terrain are hard to fool.
+
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 ====
 
==== Phantom Passage ====
Create phantasmal steeds.
+
Create shadow rides.
  
You create phantasmal steeds or vehicles for you and your crew.
+
You create [[#Shadow_Illusions|shadow]] rides, semi-real mounts or vehicles for yourself and your Crew.
These perform as ordinary vehicles of their kind, but appear as misty shadows, make no noise, and leave no trail.
+
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 ===
'''Shadow Seeker ====
+
Track, strike, and reshape the battlefield through Illusion. 
Track anything you have a good mental image of.
+
Illusion Hunt excels at misdirection, pursuit, and apparent force rather than true lethality.
  
You follow the memory something creates on the world-image as it moves.
+
==== Shadow Seeker ====
These tracks don't last long, and get confusing when many similar things are in the area.
+
Track images.
Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush.
+
 
 +
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 ====
 
==== Shadow Shot ====
An illusory fine and potent ranged attack.
+
Illusory snipe.
  
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences.  
+
A Fine and Potent ranged attack.
Illusory attacks cannot affect insensate things that lack cognitive abilities. 
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.
This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria.
+
 
You should describe the illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.  
+
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.
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.
+
Using this attack in combat takes no additional time activating the illusion is equivalent to drawing a weapon.
  
 
==== Shadow Shift ====
 
==== Shadow Shift ====
Change the appearance of your surroundings.
+
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.
  
You can cover a single house indoors or a city block or about an acre outdoors.
+
The illusion affects all senses, but offers no physical resistance when force is applied.
The change can be dramatic, but only changes the appearance of things that exists, it cannot create new things or make things invisible.
+
You may add environmental effects such as mist, rain, smoke, temperature shifts, and scents.
Example are to make rocks and trees look like statues or make a fence appear as a strong wall.  
 
  
The illusion affects all senses, but if pushed against it offers no physical resistance.
+
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 create environmental effects like mist, rain, smoke, and the heat and scents like that of flowers, a bog, or fire.  
 
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, 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.
Consequences commonly distract you and your allies or allow a few opponents to pierce the illusion.
 
  
 
==== Shadow Surge ====
 
==== Shadow Surge ====
Illusory attack similar to a fine and potent grenade.
+
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.
  
An escalation of Shadow Shot, this affects all enemies in a single location. The effect is more powerful but less precise. The illusion even includes some illusory damage to the environment, which can fool onlookers but soon fades.
+
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 ===
Erase your own image and that of allies. Illusion is good at hiding, but offers little aid to mobility.
+
Hide, slip away, and reposition through Illusion.
 +
Illusion excels at concealment and deception, even enabling movement through misdirection.
  
==== Invisibility ====
+
==== Image Invisibility ====
 
Become almost invisible.
 
Become almost invisible.
  
Become almost invisible, you can use Prowl to sneak just about anywhere.
+
You erase most visual cues of your presence, allowing you to Prowl into places that would otherwise be impossible to enter unnoticed.
This is a very good stealth power, but not perfect, the air wavers just a bit and you glow very faintly in the dark. Sounds you make, strong light, and perfect darkness are your enemies.
+
 
 +
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 Exchange ====
+
==== Image Incursion ====
Teleport and leave an image behind.
+
Crew intrusion.
  
Create an illusion of yourself at a spot you can see within the range of a long-range weapon.  
+
Allow others to use Image Invisibility and Image Infiltration.
You then exchange position with this image, which tries to run away on its own, distracting enemies.  
+
Each participant rolls their own Prowl Action and suffers their own Consequences. 
 +
This is often a Group Action.
  
==== Shared Self ====
+
==== Image Inversion ====
Allow others to use Invisibility and Image Exchange.
+
Appearance teleport.
  
This is often a group action.
+
Teleport between similar places.
Allies use their own Prowl action.
+
You teleport yourself and your Crew between two locations that are visually similar enough that casual observation cannot distinguish them.
  
==== Illusive Excursion ====
+
You must be familiar with the destination. 
Teleport crew to a similar-looking place.
+
You may use other illusions to make the locations match more closely, usually by changing the place you are at.
  
Teleport between two places that look so similar that causal observation cannot tell them apart.
+
This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.
You can use other illusions to make the two places match.
+
Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
 
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.
 
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Illusory Armor ====
+
Prosper in the chaos of battle through deception and misdirection.
Block psychic damage.
+
 
 +
==== Echo Evasion ====
 +
Resist illusory harm.
  
Absorb damage from illusions.
+
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.  
This allows you to ignore most harm from a dangerous dream and illusory environment, such as a dreamscape or toxic fumes or  illusory lava.
+
{{ : Damage Resistance Template (FiD) }}
{{ : Damage Resistance Template (FiD)}}
 
  
==== Illusory Elite ====
+
==== Echo Engagement ====
Fine and potent illusory melee attack.
+
Illusory melee.
  
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences.
+
Fine and Potent illusory attack.
Illusory attacks cannot affect insensate things that lack cognitive abilities.
+
You make a close-range attack through projected force, pain, or apparent injury. 
This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants.
+
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.
You should describe an illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.
 
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
  
==== Illusory Obstacle ====
+
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
Negate scale.
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
  
This creates an illusory hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny opponents the advantage of scale.
+
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.
  
==== Illusionary Onslaught ====
+
==== Echo Expanse ====
Fine and potent illusory attack against all.
+
Illusory obstructions.
  
Illusory Elite on a larger scale.
+
Create illusory obstructions that negate Scale (p 221).
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 skirmish.
+
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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Line 388: Line 494:
 
* Great outcome to reach a target you know of or have some link to, but which is out of 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 spoil illusions, but you have to actively use them to do so.
+
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, consequences may give you knowledge that lacks crucial details.
+
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.
  
==== Identify Illusion ====
+
==== Illusory Insight ====
Identify illusions.
+
Identify Illusion.
  
This gives the name of the ability used and very basic information in narrative terms, but not details or actual rules.
+
Learn the powers and abilities of an illusion.
You can now see through the illusion, learn that what you see is an illusion, and what it is supposed to depict.
+
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.
  
==== Illusion Insight ====
+
==== Illusory Imprint ====
Learn the powers and abilities of an illusion.
+
A view from your memory.
  
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.
+
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 Echoes ====
+
==== Illusory Inheritance ====
 
A view from the past.
 
A view from the past.
  
See a past image of an place, view, illusion, or specter.  
+
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.
This is much like playing a film backwards, but you can skip sections that do not interest you.  
+
You can zoom in on events of interest.  
  
==== Panopticon ====
+
Illusory Memory, but it is from the past of your current location, you need not have been present when the event occurred.
You see everything in a wide area.
+
You can zoom in on events of interest.  
  
You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
+
==== 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.  
 
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 the area (not just the illusions), like Illusory Echoes over this vast area.
+
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 ===
Perceive and locate illusions
+
Perceive and locate illusions.
The outcome you need depends on the target's concealment.
 
* Limited outcome finds those hiding behind cover and in far places you can only barely see.
 
* Standard outcome can look behind walls and into hard cover.
 
* Great outcome can look into far-away places and spots you had no idea existed.
 
  
==== Detect Illusion ====
+
The Outcome required depends on concealment:
You can detect illusions and invisible things.
+
* '''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.
  
This is a basic spotting power, selectively sensing illusions of a sort you specify.
+
==== Project Probe ====
 +
Detect Illusion.
  
==== Perceptive Image ====
+
Detect illusions and invisible things.
Create an illusion, reality updates it.
+
You selectively sense illusions of a specified kind.
 +
This is a basic spotting power.
  
Make a small illusory image of a known location.
+
==== Project Perception ====
This will show the location as it looks now and the image is updated in real time as long as you concentrate on maintaining it.
+
Image that updates.
  
==== Real Image ====
+
You create a small illusion of a known location.
Let reality make an illusion.
+
The image updates in real time as the location changes, as long as you maintain concentration.
  
As Perceptive Image, but focused on a known creature rather than a location, following that creature around as it moves.  
+
==== Project Presence ====
 +
Pursuing image.
  
==== Omnipresence ====
+
Create a live illusory image of a creature.
Create an illusion of a huge area, reality updates it.
+
As Project Perception, but focused on a known creature.
 +
The illusion follows the creature as it moves and shows what is nearby.
  
As Perceptive Image but on a grand scale; you can represent several city blocks or a large terrain feature such as a wood, field, or hill and shift the view to see from a certain angle or location.
+
==== 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 ===
Line 450: Line 569:
  
 
==== Persuasive Phantom ====
 
==== Persuasive Phantom ====
 +
Illusory persona.
 +
 
Convincing visual image up to the size of a human.
 
Convincing visual image up to the size of a human.
 
 
Create a full-sense image of something of human size or smaller.
 
Create a full-sense image of something of human size or smaller.
This can be a creature that tries to convince observers, or something like a signpost.
+
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.
 
The image appears real to all senses, but if pushed hard it is revealed to be immaterial.
  
==== Phantasmal Procession ====
+
==== Persuasive Procession ====
 +
Illusory crowd.
 +
 
 
Full-sense illusion of a stage and actors.
 
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.
  
Similar but larger than Persuasive Phantom.
+
==== Persuasive Performance ====
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, 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.
+
Illusory expectations.
This is also precise enough to make forged documents.
 
  
==== Phantom Thought ====
 
 
Draw illusion from another's mind.
 
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.
  
Similar to Phantasmal 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.
+
==== Persuasive Paradigm ====
A target with high self-confidence may be able to push the illusion to fit their agenda, but this actually makes it harder for an observer penetrate the illusion.
+
Illusory world.
  
==== Private Phantasm ====
 
 
An illusion around a creature replaces all sensations.
 
An illusion around a creature replaces all sensations.
 
 
The target must be in your power for you to do this.
 
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.  
 
You encase the target in an illusion that controls every sensation the target perceives.  
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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.
 
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.
  
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
You can create an illusion of any type of object, with an appearance as glamorous as you wish, but it is insubstantial.
+
Create illusory objects and structures.
More advanced illusory tinkering can give these illusions limited reality.
 
The outcome determines how long it will last. 
 
 
 
* Limited Outcome makes an object that lasts for immediate use.
 
* Standard Outcome lasts for the duration of a score.
 
* Great Outcome is semi-permanent. 
 
* Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.
 
  
Position depends on how quiet your workplace is and how much time you have to work with.
+
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.
  
Consequences can change details of the illusion, such as altered colors or the object becoming too pretty, bent, twisted, or with markings, letters, and numbers giving clues or just not making sense.
+
Outcome determines duration:
 +
* '''Limited Outcome''' — lasts for immediate use.
 +
* '''Standard Outcome''' — lasts for the duration of a score.
 +
* '''Great Outcome''' — semi-permanent.
  
==== Illusory Enhancement ====
+
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.
Change the appearance of an object up to man size.
 
  
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.
+
Position depends on how quiet your workspace is and how much time you have.
You don't change the basic form and size of the object, but you can change its form and appearance, turning a stick into a sword, a log into a mount, or clothes into armor—or the opposite. This is a full-sense illusion, including sight, sound, smell, and touch. This can create illusory kit to impress, or hide actual kit as just clothing or even rags. Items can create appropriate effects in their vicinity, such as the recoil and muzzle flash of a gun, but don't work at range. If used, the items functions as the original object, the illusion does not change effectiveness, tough it can fool people into using the item in the wrong way.
 
  
==== Phantasmal Fabrication ====
+
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.
Make items invisible or create illusory items out of nothing.
 
  
You can make more extensive appearance changes, making objects invisible or creating illusory items out of nothing.
+
==== Construct Configuration ====
People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight. You can make larger objects, up to the size of a large carriage. Objects that produce effects can now reach further, such as missiles from a missile weapon reaching out to create illusory damage at range.
+
Alter object.
A weapon made invisible might grant an advantage at the start of a fight but battering will soon make it visible.
 
  
When used against creatures,
+
Alter the appearance of an existing object.
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences.  
+
You change the appearance of an object up to human size.
Illusory attacks cannot affect insensate things that lack cognitive abilities.
+
You do not change its actual size or mass, but you may radically alter its apparent form.
This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria.
 
You should describe the illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.
 
  
==== Shadow Structure ====
+
A stick may appear as a sword, a log as a mount, clothing as armor, or the reverse. 
Create semi-real things that only work for your crew.
+
This is a full-sense illusion, affecting sight, sound, smell, and touch.
  
As Phantasmal Fabrication, except that things you create can be semi-real, able to do what a poor example of such a thing usually does, but only when you will it to do so. For example you can create an illusory stone bridge that supports you and allies as a rickety wooden bridge would, but doesn't support others at all. Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact but unlike other illusory attacks, these can affect mindless things such as objects.
+
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.
  
==== Mass Mirage ====
+
==== Construct Conjuring ====
Phantasmal Fabrication on a grand scale.
+
Illusory objects.
 
 
This is similar to Shadow Structure, but you mass produce objects, even a set of different objects. You can also make something huge, such as a ship, building, town, or small landscape.
 
 
 
 
 
=== Wreck ===
 
Cover things with illusions of destruction. Illusion is one of the weaker wrecking powers since its unreal until Shadowy Shatter, you can make things look broken to deny them to the enemy but its hard to get much use of the destruction yourself.
 
On the bright side you can cause apparent mayhem without any lasting collateral damage.
 
This makes Wreck illusion great as a getaway distraction, when a gate or bridge collapses behind you.
 
  
Position depends on the situation; if you are unseen and undisturbed and know what you are pretending to bring down you have a controlled position. If lots of enemies are about, you don't know what you will uncover, or you might trigger an accident the position might be desperate.
+
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.
  
The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome.  
+
You may create larger objects, up to the size of a large carriage.
The item is still there, but appears obviously broken. Its hard to make multiple such outcomes credible, if you make an illusion of a rifle breaking ten times someone is bound try to use their "broken" rifle and find it works.
+
Illusory effects may now extend outward — for example, missiles from an illusory weapon can produce illusory Harm at range.
  
==== Faux Fracture ====
+
An invisible weapon may grant an advantage initially, but use and impact tends to reveal it for what it is.
Illusion of damage to an object.
 
  
This is the illusory destruction of fragile things that you could destroy with a sledgehammer.
+
''When used to create weapons:''
This applies to both people and objects.
+
Illusory attacks cause pain and apparent wounds that fade at the end of the score.
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score.  
+
Illusions cannot kill directly and cannot affect [[Mind_Powers_(FiD)#Insensate|insensate]] things lacking cognitive capacity.
Illusions can only kill by provoking actions with lethal consequences.
+
Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory Harm.
Unlike other illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive abilities.  
 
You should describe an illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.  
 
  
==== Phantom Fracture ====
+
==== Construct Conception ====
Illusion of damage to a place.
+
Create shadow objects.
  
Faux Fracture on something strong, like a strong wall.  
+
As Phantasmal Fabrication, but objects you create can be [[#Shadow_Illusions|shadowy]], semi-real.
Can make a fine and potent illusory attack.
+
They function as what they depict but with reduced effect, and only for you and your allies.
  
==== Shadowy Shatter ====
+
For example, you might create an illusory stone bridge that supports your Crew like a wooden bridge, but offers no support to others.
Phantom Fracture, but semi-real.
 
  
Phantom Fracture, except that the damage you do is semi-real, able to be exploited, but only when you will it to be so.
+
[[#Shadow_Illusions|Shadow]] objects way can affect mindless things and physical objects.   
For example you can create an illusory hole in a wall you and your crew can use, but which doesn't let others pass.   
+
Tools and weapons function as basic, functional examples — usable, but imperfect.
As the illusion fades over time, so does your ability to exploit it.
 
  
==== Apocalyptic Artistry ====
+
==== Construct Coalescence ====
City-sized Phantom Fracture.
+
Huge illusions.
  
Rather straightforward, this just scales things up.
+
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.
  
 +
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=== Wreck ===
 
=== Wreck ===
 
Create illusions of destruction and collapse.
 
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 does not wreck directly, as its effects are unreal until Shadowy Shatter.   
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The Outcome required depends on the apparent scale of the destruction.   
 
The Outcome required depends on the apparent scale of the destruction.   
A '''Standard Outcome''' creates the illusion of a car-sized breach or collapse.   
+
* '''Standard Outcome''' creates the illusion of a car-sized (or smaller) breach or collapse.   
A smaller breach still requires the same Outcome. 
+
* '''Great Outcome''' allows larger destruction.
Larger-scale destruction requires a '''Great Outcome'''.
 
 
 
 
Repeated or excessive use strains credibility — an illusion of a rifle breaking ten times invites someone to test it and discover it still functions.
 
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.
  
=== Wreck ===
 
Create illusions of destruction and collapse.
 
 
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. 
 
A '''Standard Outcome''' creates the illusion of a car-sized breach or collapse. 
 
A smaller breach still requires the same Outcome. 
 
Larger-scale destruction requires a '''Great Outcome'''.
 
 
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 ====
 
 
Create the illusion of damage to an object or creature.
 
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.
 
You create the appearance of destruction to objects or creatures you could plausibly destroy with a sledgehammer.
  
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Unlike most illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive capacity, though the damage itself remains unreal.
 
Unlike most illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive capacity, though the damage itself remains unreal.
  
==== Phantom Fracture ====
+
==== Faux Fissure ====
 +
Structural scale illusion.
 +
 
 
Create the illusion of damage to a solid structure.
 
Create the illusion of damage to a solid structure.
 
 
This is Faux Fracture applied to stronger targets, such as walls, gates, or fortifications.   
 
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.
 
It functions as a Fine and Potent illusory sledgehammer when used against creatures.
  
==== Shadowy Shatter ====
+
==== Faux Fault ====
Create semi-real illusory destruction.
+
Temporary damage.
  
This functions as Phantom Fracture, but the damage becomes temporarily exploitable at your discretion.   
+
Illusory damage that creates exploitable openings usable by the crew.
You might create an illusory hole in a wall that you and your Crew can pass through, but which quickly fades.
+
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.
  
As the illusion fades, so does your ability to exploit it.
+
==== Faux Fragmentation ====
 +
Area illusion.
  
==== Apocalyptic Artistry ====
 
 
Create city-scale illusions of devastation.
 
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.
  
This expands Phantom Fracture to a massive scale, creating the appearance of widespread destruction across districts or entire cities.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:55, 3 February 2026

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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