Difference between revisions of "Illusion Powers (FiD)"

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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 ===
 
=== Shadow Illusions ===
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The mechanism here is unclear, the most popular explanation is an overlap with some part of the [[Cosmology_(FiD)#The_Shell|Shell]].
 
The mechanism here is unclear, the most popular explanation is an overlap with some part of the [[Cosmology_(FiD)#The_Shell|Shell]].
  
=== Specters — Creatures of Illusion ===
+
=== 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.
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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"| '''Illusion Insight''' <br> Identify illusions.  
+
|valign="top"| '''[[#Illusory Insight|Illusory Insight]]''' <br> Identify Illusion.
|valign="top"| '''Illusion Memory'''   <br> A view from memory.
+
|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.
 
|}
 
|}
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
  
 
== Expanded Illusion Abilities ==
 
== Expanded Illusion Abilities ==
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Common Consequences include a specter losing control of its projection, nearby illusions destabilizing, or other Illusion creatures intervening.
 
Common Consequences include a specter losing control of its projection, nearby illusions destabilizing, or other Illusion creatures intervening.
  
==== Dream Detection ====
+
==== Sense Spectre ====
Detect specters and Illusions.
+
Detect Illusions.
  
You can see Illusion spirits and detect Illusion creatures and powers.   
+
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.
 
This is commonly used to identify projections, hidden specters, or summoned illusions so they can be dispelled or dismissed.
  
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Even when you know an illusion is false, you still perceive it normally.
 
Even when you know an illusion is false, you still perceive it normally.
  
A '''Limited Outcome''' suffices against a creature or effect you can clearly see.   
+
* '''Limited Outcome''' suffices against a creature or effect you can clearly see.   
A '''Standard Outcome''' is required if it is hidden.   
+
* '''Standard Outcome''' is required if it is hidden.   
A '''Great Outcome''' is required if it is concealed behind solid barriers.
+
* '''Great Outcome''' is required if it is concealed behind solid barriers.
  
 
==== Sever Spectre ====
 
==== Sever Spectre ====
Dismiss a specter or end an Illusion.
+
Dismiss Illusion.
  
 
Dismissing a specter is difficult and usually requires a '''Great Outcome'''.   
 
Dismissing a specter is difficult and usually requires a '''Great Outcome'''.   
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==== Summon Spectre ====
 
==== Summon Spectre ====
Summon Spectre.
+
Summon Spectres.
  
 
Illusory summons are called specters.   
 
Illusory summons are called specters.   
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==== Sublime Spectre ====
 
==== Sublime Spectre ====
 +
Illusion gate.
 +
 
Gate to the Land of Dreams or into a dream.
 
Gate to the Land of Dreams or into a dream.
 
 
Illusion is linked to the Land of Dreams, where [[#top|Illusion]] dominates reality.   
 
Illusion is linked to the Land of Dreams, where [[#top|Illusion]] dominates reality.   
 
This realm is fluid, unstable, and subjective, as described in the introduction.
 
This realm is fluid, unstable, and subjective, as described in the introduction.
  
Entering the Land of Dreams involves projecting an [[Cosmology_(FiD)#Astral_Projection|Astral Body]]: your body remains asleep while your consciousness travels.   
+
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.
 
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 may also open into a creature’s personal dreamscape.   
+
Illusion gates may also open into a creature’s personal [[Cosmology_(FiD)#Dreamscapes|dreamscape]].   
 
This requires a supernatural link or the target’s presence.
 
This requires a supernatural link or the target’s presence.
  
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==== Menacing Mirage ====
 
==== Menacing Mirage ====
 +
Intimidating aura.
 +
 
Create frightening or awe-inspiring images or sounds.
 
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 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.
  
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==== Message Mirage ====
 
==== Message Mirage ====
 +
Signalling illusion.
 +
 
Send an illusory projection of yourself to communicate.
 
Send an illusory projection of yourself to communicate.
 
 
You create an illusion of yourself that appears near a creature you can clearly imagine.   
 
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.
 
You can see, hear, and speak as if you were present.
  
The projection follows the target, and your perception is focused on them and whatever nearby features they indicate or interact with.
+
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 ====
 
==== Majestic Mirage ====
Create large, full-sense awe-inspiring illusions.
+
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.
 
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.
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==== Mirage Arcana ====
 
==== Mirage Arcana ====
Create vast illusory scenes.
+
Grand scene.
  
 
This functions as Majestic Mirage on a grand scale.   
 
This functions as Majestic Mirage on a grand scale.   
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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.   
 
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.
 
To meaningfully interact at a different scale, you must rely on other powers.
 
+
'''Great Outcome''' can overcome this limitation, see below.
But these things do not apply with a '''Great Outcome'''.
 
The duration and effect of the transformation depends on Outcome, and with '''Great Outcome''' your change becomes a [[#Shadow_Illusions|shadow illusion]], allowing some physical effect.
 
  
 
* '''Limited Outcome''' lasts for a scene.   
 
* '''Limited Outcome''' lasts for a scene.   
 
* '''Standard Outcome''' lasts for the duration of a score.
 
* '''Standard Outcome''' lasts for the duration of a score.
* '''Great Outcome''' lasts for a scene, but is a [[#Shadow_Illusions|shadow illusion]], allowing you to use the physical, Basic, and Advanced abilities of the assumed form, but you do so with reduced Effect.
+
* '''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 ====
Create an illusory full-body mask.
+
Full-body mask.
  
 
You add illusory clothing, accessories, and cosmetic details to your appearance.   
 
You add illusory clothing, accessories, and cosmetic details to your appearance.   
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==== Monster Mirage ====
 
==== Monster Mirage ====
Assume the appearance of another creature or object.
+
Illusory transformation.
  
 
You take on the outward appearance of any creature or object.   
 
You take on the outward appearance of any creature or object.   
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==== Metamorphosis Mirage ====
 
==== Metamorphosis Mirage ====
Alter the appearance of a willing or helpless creature.
+
Transform crew.
  
This is Monster Mirage applied to another creature
+
Alter the appearance of your crew or a willing or helpless creature.
Duration depends on the Outcome: 
+
This is Monster Mirage applied to another creature.  
a '''Limited Outcome''' lasts for a scene, 
 
a '''Standard Outcome''' lasts for the duration of a score, 
 
and a '''Great Outcome''' lasts a long time and may become permanent, depending on the story.
 
  
 
==== Mob Mirage ====
 
==== Mob Mirage ====
 +
Transform crowd.
 +
 
Change the appearance of many creatures at once.
 
Change the appearance of many creatures at once.
 
+
This is Monster Mirage applied to all creatures you can see in an Area (p. 221).   
This is Monster Mirage applied to all creatures you can see.   
 
 
You may give each an individual appearance or render them as a faceless, uniform crowd.
 
You may give each an individual appearance or render them as a faceless, uniform crowd.
  
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Use Illusion for deceptive weapons, movement, and misdirection.
 
Use Illusion for deceptive weapons, movement, and misdirection.
  
==== Vehicle Veil ====
+
==== Phantom Pilot ====
 +
Disguise Ride.
 +
 
 
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.   
 
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.
 
The illusion covers the vehicle and its tracks as long as you maintain the effect.
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At Advanced tier, you can apply this effect individually to each of your Crew’s rides.
 
At Advanced tier, you can apply this effect individually to each of your Crew’s rides.
  
==== Mirage Melee ====
+
==== Phantom Precision ====
 +
Illusory attack.
 +
 
 
Create a Fine and Potent illusory melee weapon.
 
Create a Fine and Potent illusory melee weapon.
 
 
You project the appearance and sensation of a close-range 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.
 
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.
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==== Phantom Path ====
 
==== Phantom Path ====
 +
Illusory routes.
 +
 
Alter the appearance of roads and paths.
 
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 make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.
  
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==== Phantom Passage ====
 
==== Phantom Passage ====
Create [[#Shadow_Illusions|shadow]] or vehicles.
+
Create shadow rides.
  
You create [[#Shadow_Illusions|shadow]] mounts, semi-real mounts or vehicles for yourself and your Crew.   
+
You create [[#Shadow_Illusions|shadow]] rides, semi-real mounts or vehicles for yourself and your Crew.   
 
They function as ordinary conveyances of their type, but appear as misty or shadowy forms, make no noise, and leave no trail.
 
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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==== Shadow Seeker ====
 
==== Shadow Seeker ====
 +
Track images.
 +
 
Track anything you have a clear mental image of.
 
Track anything you have a clear mental image of.
 
 
You follow the impression a target leaves on the world-image as it moves.   
 
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.
 
These traces fade quickly and become unreliable when many similar targets are nearby.
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==== Shadow Shot ====
 
==== Shadow Shot ====
Illusory '''Fine''' and '''Potent''' ranged attack.
+
Illusory snipe.
 
 
Illusory attacks cause pain and apparent wounds that fade at the end of the score. 
 
Illusions cannot kill directly; they can only cause lethal outcomes by provoking dangerous actions.
 
 
 
Illusory attacks cannot affect insensate things lacking cognitive capacity, including objects and creatures below a threshold of perception and imagination (such as bacteria).
 
  
 +
A Fine and Potent ranged attack.
 
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.
 
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.
  
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==== Shadow Shift ====
 
==== Shadow Shift ====
Alter the apparent environment.
+
Phantom environment.
 
 
You can reshape the appearance of:
 
* a building you are inside, or 
 
* roughly a city block or one hectare outdoors.
 
  
 +
You can reshape the appearance of an Area (p. 221).
 
The illusion can be dramatic, but it only alters the appearance of existing things.   
 
The illusion can be dramatic, but it only alters the appearance of existing things.   
 
You cannot create new structures or render objects truly invisible.
 
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.
 
Examples include making a slum appear like a palace complex or a field appear as a jungle.
  
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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.
 
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 some opponents to pierce the illusion.
+
Consequences may distract allies, strain concentration, or allow select 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.
+
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 affects all enemies in a single location, trading precision for scale.   
 
This allows full Effect against an entire gang of cohorts.
 
This allows full Effect against an entire gang of cohorts.
  
The illusion may include apparent environmental damage, convincing at a glance but fading quickly once examined.
+
The illusion may include apparent environmental damage, convincing at a glance but quickly fading.
  
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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Illusion excels at concealment and deception, even enabling movement through misdirection.
 
Illusion excels at concealment and deception, even enabling movement through misdirection.
  
==== Invisibility ====
+
==== Image Invisibility ====
 
Become almost invisible.
 
Become almost invisible.
  
Line 426: Line 419:
 
Strong light, total darkness, sudden movement, and noise make detection easier.
 
Strong light, total darkness, sudden movement, and noise make detection easier.
  
==== Image Exchange ====
+
==== Image Infiltration ====
Teleport and leave an image behind.
+
Teleport and distract.
  
 
You create an illusion of yourself at a location you can clearly see.
 
You create an illusion of yourself at a location you can clearly see.
 
You can then exchange positions with it.
 
You can then exchange positions with it.
  
The illusory double attempts to flee or act believably on its own, drawing attention and creating confusion.
+
The illusory double attempts to flee or act believably on its own, drawing on a remnant of your personality, grabbing attention and creating confusion.
  
==== Shared Self ====
+
==== Image Incursion ====
Allow others to use Invisibility and Image Exchange.
+
Crew intrusion.
  
You extend Invisibility and Image Exchange to your allies.
+
Allow others to use Image Invisibility and Image Infiltration.
 
Each participant rolls their own Prowl Action and suffers their own Consequences.   
 
Each participant rolls their own Prowl Action and suffers their own Consequences.   
This is often a '''Group Action'''.
+
This is often a Group Action.
 +
 
 +
==== Image Inversion ====
 +
Appearance teleport.
  
==== Illusive Excursion ====
 
 
Teleport between similar places.
 
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 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 must be familiar with the destination.   
Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.
+
You may use other illusions to make the locations match more closely, usually by changing the place you are at.
 
 
You may use other illusions to make the locations match more closely.
 
  
 
This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.
 
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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Prosper in the chaos of battle through deception and misdirection.
 
Prosper in the chaos of battle through deception and misdirection.
  
==== Illusory Armor ====
+
==== Echo Evasion ====
 
Resist illusory harm.
 
Resist illusory harm.
  
You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous dreamscapes, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain.   
+
You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous [[Cosmology_(FiD)#Dreamscapes|dreamscapes]] and many [[Cosmology_(FiD)#Dreamlands|Drealands]] events, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain.   
 
{{ : Damage Resistance Template (FiD) }}
 
{{ : Damage Resistance Template (FiD) }}
  
==== Illusory Elite ====
+
==== Echo Engagement ====
 +
Illusory melee.
 +
 
 
Fine and Potent illusory attack.
 
Fine and Potent illusory attack.
 
 
You make a close-range attack through projected force, pain, or apparent injury.   
 
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 cause real pain and convincing damage that fades at the end of the score; they cannot kill directly except by provoking dangerous actions.
Line 476: Line 470:
 
Some targets may be more or less vulnerable to specific attacks, but this is the exception.
 
Some targets may be more or less vulnerable to specific attacks, but this is the exception.
  
==== Illusory Obstacle ====
+
==== Echo Expanse ====
Create illusory obstructions that negate Scale.
+
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.   
 
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.
 
This negates the advantage of numbers without creating lasting terrain.
 +
You can also make one Echo Engagement as a part of this.
  
==== Illusionary Onslaught ====
+
==== Echo Excision ====
 +
Area attack.
 +
 
 +
Echo Engagement as an area attack.
 
Fine and Potent illusory attack against all enemies in the skirmish.
 
Fine and Potent illusory attack against all enemies in the skirmish.
 
 
This is Illusory Elite applied across the entire engagement.   
 
This is Illusory Elite applied across the entire engagement.   
You negate the advantage of numbers and spread your Effect across multiple opponents, inflicting normal Skirmish Harm against a Cohort Gang.
+
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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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.
 
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.
  
==== Illusion Insight ====
+
==== Illusory Insight ====
 +
Identify Illusion.
 +
 
 
Learn the powers and abilities of an 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.   
 
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 Memory ====
+
==== Illusory Imprint ====
 
A view from your memory.
 
A view from your memory.
  
You create a scene from memory.  
+
You recreate a scene from memory.  
 
This is detailed and may contain things you do not consciously remember.
 
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.
+
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.
  
Illusory Memory, but it is from the past of your current location, you need not have been present.
+
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.  
 
You can zoom in on events of interest.  
  
==== Panopticon ====
+
==== Illusory Imago ====
You see everything in a wide area.
+
See everything.
  
You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
+
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.
  
 
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* '''Great Outcome''' reveals distant locations or places you did not know existed.
 
* '''Great Outcome''' reveals distant locations or places you did not know existed.
  
==== Detect Illusion ====
+
==== Project Probe ====
 +
Detect Illusion.
 +
 
 
Detect illusions and invisible things.
 
Detect illusions and invisible things.
 
 
You selectively sense illusions of a specified kind.
 
You selectively sense illusions of a specified kind.
 
This is a basic spotting power.
 
This is a basic spotting power.
  
==== Perceptive Image ====
+
==== Project Perception ====
Create a live illusory image of a place.
+
Image that updates.
  
 
You create a small illusion of a known location.
 
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.
 
The image updates in real time as the location changes, as long as you maintain concentration.
  
The image only reflects what could be perceived from that location or perspective.
+
==== Project Presence ====
 +
Pursuing image.
  
==== Real Image ====
 
 
Create a live illusory image of a creature.
 
Create a live illusory image of a creature.
 
+
As Project Perception, but focused on a known creature.
As Perceptive Image, but focused on a known creature.
 
 
The illusion follows the creature as it moves and shows what is nearby.
 
The illusion follows the creature as it moves and shows what is nearby.
  
The image updates only with information that could reasonably be perceived nearby.
+
==== Project Perspective ====
 
 
==== Omnipresence ====
 
 
Create a live illusory map of a vast area.
 
Create a live illusory map of a vast area.
  
As Perceptive Image, but on a grand scale.
+
As Project Perception, but on a grand scale.
You can represent several city blocks or a large terrain feature such as a forest, field, or hill, and shift the viewpoint to different angles or positions.
+
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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==== 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 with convincing words, 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.  
 
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.
 
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 also precise enough to make forged documents.
+
This is precise enough to make forged documents.
 +
 
 +
==== Persuasive Performance ====
 +
Illusory expectations.
  
==== 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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* '''Great Outcome''' — semi-permanent.
 
* '''Great Outcome''' — semi-permanent.
  
Objects larger than a human, highly complex constructions, or items whose apparent Quality exceeds your Tier require increased Outcome.
+
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.
 
Position depends on how quiet your workspace is and how much time you have.
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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.
 
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.
  
==== Illusory Enhancement ====
+
==== Construct Configuration ====
 +
Alter object.
 +
 
 
Alter the appearance of an existing object.
 
Alter the appearance of an existing object.
 
 
You change the appearance of an object up to human size.   
 
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.
 
You do not change its actual size or mass, but you may radically alter its apparent form.
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The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.
 
The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.
  
==== Phantasmal Fabrication ====
+
==== Construct Conjuring ====
 +
Illusory objects.
 +
 
 
Create illusory objects or render objects invisible.
 
Create illusory objects or render objects invisible.
 
 
You can create illusory objects from nothing or make existing 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.
 
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.   
 
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.
+
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 tend to reveal it.
+
An invisible weapon may grant an advantage initially, but use and impact tends to reveal it for what it is.
  
When used offensively:
+
''When used to create weapons:''
 
Illusory attacks cause pain and apparent wounds that fade at the end of the score.   
 
Illusory attacks cause pain and apparent wounds that fade at the end of the score.   
Illusions cannot kill directly and cannot affect insensate entities lacking cognitive capacity.   
+
Illusions cannot kill directly and cannot affect [[Mind_Powers_(FiD)#Insensate|insensate]] things lacking cognitive capacity.   
Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory harm.
+
Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory Harm.
  
==== Shadow Structure ====
+
==== Construct Conception ====
Create [[#Shadow_Illusions|shadow]] objects.
+
Create shadow objects.
  
 
As Phantasmal Fabrication, but objects you create can be [[#Shadow_Illusions|shadowy]], semi-real.   
 
As Phantasmal Fabrication, but objects you create can be [[#Shadow_Illusions|shadowy]], semi-real.   
Line 655: Line 661:
 
Tools and weapons function as basic, functional examples — usable, but imperfect.
 
Tools and weapons function as basic, functional examples — usable, but imperfect.
  
==== Mass Mirage ====
+
==== Construct Coalescence ====
 +
Huge illusions.
 +
 
 
Create illusory objects and structures on a massive scale.
 
Create illusory objects and structures on a massive scale.
 
+
This expands Construct Composition to mass production or monumental construction.   
This expands Shadow Structure to mass production or monumental construction.   
 
 
You may create large numbers of objects or enormous structures such as ships, buildings, towns, or small landscapes.
 
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 do not increase stress beyond the initial use.
+
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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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 ====
 
==== Faux Fracture ====
 +
Personal scale illusion.
 +
 
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 out to the limits of Range (p. 221), creating the appearance of widespread destruction across districts or entire cities.
  
 
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Latest revision as of 15:55, 3 February 2026

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

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

What is an Illusion

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

Illusions are Real

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

Illusory Attacks

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

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

Shadow Illusions

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

Specters

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

Plane of Illusion

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

Illusion Abilities

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

Expanded Illusion Abilities

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

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

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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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