Illusion Powers (FiD): Difference between revisions

From Action
Jump to navigation Jump to search
Starfox (talk | contribs)
Starfox (talk | contribs)
 
(134 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{FiD}}
{{FiD-Powers}}  
{{FiD-Powers}}
Illusion is the art of perception and deception through sensory projection.
Illusion is the art of perception and deception. It is concerned with image, not substance. Illusion powers are most often used to deceive, but they can be used to educate and to discern new things.
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 can create some sounds, scents, tactile phenomena, and other sensory phenomena, but is focused on vision.
Illusionists whose primary sense is not sight would instead focus on illusions to their primary sense, this is not covered by the rules.


Illusions create images of creatures and objects that are objectively real in the sense that there it registers on physical senses, including those of living creatures and sensory devices. Such images are still unreal in that they are mere projections, not the actual physical thing projected. An illusion cannot affect objects (other than sensors) unless the power explicitly says it can. An illusion of weight would cause scales to react, but could not cause a bridge to collapse. A lift with a weight limit sensor could shut off, but if the sensor is overridden, the lift would work normally despite the illusory overload.
== Illusion Abilities ==
 
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things that lack perception and imagination. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants.
 
Illusion creatures are called specters. They are very good actors and believe themselves to really be what they portray, allowing their illusions to respond to events without the user's intervention.
There are specters that believe themselves to be all sorts of things, people, animal, items, even terrain features, but finding the right one may require a flashback or even a log-term project for unusual ones.
Spectres that are aware they are illusion spirits are less specialized, not as good at what they do, but they can do many things. 
 
The plane of dreams is very ephemeral and subjective. It can change in moments and is shaped by dreams.
Creatures with powerful imaginations create their own dream-realms which persist even when they are not asleep.
Such realms can be studied for information and manipulated to change the mind of their creator, but this is difficult and dangerous.
 
== Illusion Power Effects Table ==
{| class="wikitable"  
{| class="wikitable"  
|align="center" | '''Action'''  
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
|align="center" valign=bottom | '''Apex'''    
|- 
|valign=bottom | '''Dice '''
|align="center" valign=bottom | —   
|align="center" valign=bottom | Minimum 2d
|align="center" valign=bottom | Minimum 4d 
|align="center" valign=bottom | Minimum 6d      
|-
|valign=bottom | '''Stress'''
|align="center" valign=bottom | Avoid fumble (2+).
|align="center" valign=bottom | Succeed (4+).
|align="center" valign=bottom | Full success (6).
|align="center" valign=bottom | Critical (2 sixes).
|-
|-
|align="left" valign="top" | '''Attune'''
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Dream Detection''' <br> 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 someone's 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"| '''Majestic Mirage''' <br> Full-sense scary or awe-inducing illusions.
|valign="top"| '''[[#Message Mirage|Message Mirage]]''' <br> Signalling illusion.
|valign="top"| '''Message Mirage''' <br> Send an illusion of yourself to communicate.  
|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> Make illusory clothes and accessories.  
|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 Phantom Pulse|Phantom Phantom Pulse]]''' <br> Precise Illusion.
|valign="top"| '''Ethereal Edges''' <br> Create a storm of illusory blades.  
|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> Gain Scale.
|valign="top"| '''Illusionary Onslaught''' <br> Fine and potent illusory attack against all.  
|valign="top"| '''[[#Echo Effort|Echo Effort]]''' <br> Group Action.
|-
|-
|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> See the past of an Illusion.
|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'''       <br> You can see illusions and invisible things.
|valign="top"| '''[[#Project Probe|Project Probe]]''' <br> Detect Illusion.
|valign="top"| '''Sensor'''       <br> Create an illusion, reality updates it.  
|valign="top"| '''[[#Project Perception|Project Perception]]''' <br> Image that updates.
|valign="top"| '''Scry'''         <br> Let reality make an illusion.
|valign="top"| '''[[#Project Presence|Project Presence]]''' <br> Pursuing image.
|valign="top"| '''Omnipresence''' <br> Create a huge illusion, reality updates it.
|valign="top"| '''[[#Project Perspective|Project Perspective]]''' <br> Live illusory map.
|-
|-
|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.
|}
|}


== Saved Stuff ==
== What is Illusion ==
'''Dream Detection''' <br> You can detect illusory creatures and powers. This can spoil illusions, but you must actively work to see through them.
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 [[#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.
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 own illusory nature are more flexible but less convincing.
They can create and control illusions of any kind, but have to think up what each illusion is to show.
 
=== Planes of Illusion ===
The [[Cosmology_(FiD)#Dreamlands|Dreamlands]] 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.
 
There are even personal [[Cosmology_(FiD)#Dreamscapes|Dreamscapes]] created by individual dreamers. Even more ephemeral than the Dreamlands, these are deeply connected to their creator and you can affect the mind of a dreamer in their Dreamscape.
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 
== 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.
 
=== 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.


'''Stolen Scare'''   <br> You can create illusions apparent to anyone but drawn from a target's mind, making them extremely scary or awesome to this target and not requiring concentration on your part.
* '''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.


'''Mirage Arcana'''  <br> Create vast illusions over vast areas. This includes creating hosts of illusory creatures. Often used to control a battlefield.
==== Sever Spectre ====
Dismiss Illusion.


'''Makeover Mirage'''     <br> Add any illusory clothes and accessories to your outfit. This can mask your identity or create fabulous outfits.  
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'''.


'''Mob Mirage'''           <br> Change the appearance of large number creatures, giving each an individual appearance if desired.
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.


'''Scene Shift'''  <br> Change the appearance of your surroundings. You can cover a single house indoors or a city block outdoors.
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.


'''Invisibility'''      <br> Become almost invisible, but the air wavers just a bit and you glow very faintly in the dark. Sounds, strong light, and perfect darkness are your enemies.
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.


'''Image Exchange'''    <br> Create an illusion of yourself at a spot you can see within the range of a long-range weapon. This has to be your actual appearance, and cannot be invisible or masked. You then exchange position with this image.  
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.


'''Illusory Echoes'''  <br> See the past of an place, image, illusionist, or specter. This is like playing a film backwards.
==== Summon Spectre ====
Summon Spectres.


'''Panopticon'''        <br> You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
Illusory summons are called specters.
They are Expert Cohort [[Spirit_(FiD)|Spirits]] (p. 96) with Illusion powers and immaterial bodies.


'''Sensor'''      <br> Choose an appearance; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
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 Enhancement'''  <br> Change the appearance of an object up to man size. This can seem to give abilities your item do not actually have or hide abilities it does have.
Specters come in two broad types:


'''Phantasmal Fabrication''' <br> You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.  
* '''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.


'''Shadow Structure'''       <br> You can create semi-real items that work for you and allies, but not for anyone else, such as an illusory bridge only your team can cross.
* '''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.


'''Mass Mirage'''            <br> This is similar to Phantasmal Fabrication, but you mass produce objects, even a set of different objects. You can also make something huge, such as a vehicle or building or small landscape.
==== Sublime Spectre ====
Illusion gate.


== Expanded Illusion Powers ==
Gate to the Land of Dreams or into a dream.
=== Attune ===
Illusion is linked to the Land of Dreams, where [[#top|Illusion]] dominates reality. 
'''Dream Detection'''
This realm is fluid, unstable, and subjective, as described in the introduction.
Detect illusory creatures and powers.
 
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) }}


'''Sever Spectre'''
Illusion gates may also open into a creature’s personal [[Cosmology_(FiD)#Dreamscapes|dreamscape]]. 
Dismiss a specter or end an illusion power.
This requires a supernatural link or the target’s presence.


'''Summon Spectre'''
Such journeys confront the dreamer’s fears, memories, and desires. 
Call a specter from another plane.
They may recover lost memories, influence behavior, or reshape personality, but doing so is dangerous and unpredictable.


'''Dream Domain'''
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Gate to the realm of dreams or someone's dream.


=== Command ===
=== Command ===
'''Menacing Mirage'''
Illusion does not command creatures directly. 
Scary or awe-inducing images or sounds.
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.


'''Majestic Mirage'''
The illusion can speak and act out a scene under your broad direction. 
Full-sense scary or awe-inducing illusions.
You do not need to micromanage it; it automatically orients itself to interact convincingly with nearby observers.


'''Message Mirage'''
Depending on how it is used, this improves either Effect, Position, or possibly both.
Send an illusion of yourself to communicate.


'''Mirage Arcana'''
==== Mirage Arcana ====
Vast scary illusions.
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.
 
<div style="text-align:center;"> — [[#top|Back to top]] — </div>


=== Consort ===
=== Consort ===
'''Makeover Mirage'''
Change the appearance of creatures through Illusion — first yourself, then others, and finally entire crowds.
Make illusory clothes and accessories.
 
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 ====
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.


'''Monster Mirage'''
Change the appearance of many creatures at once.
Assume the appearance of any other creature.
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.


'''Metamorphosis Mirage'''
By altering many appearances simultaneously, you can obscure identities and sow confusion. 
Give a willing or helpless creature any appearance.
This can cause chaos in streets, courts, or battlefields. 
Creatures do not automatically realize their own appearance has changed, compounding the confusion.


'''Mob Mirage'''
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Change the appearance of a large number of creatures.


=== Finesse ===
=== Finesse ===
'''Vehicle Veil'''
Use Illusion for deceptive weapons, movement, and misdirection.
 
==== 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. 
The illusion covers the vehicle and its tracks as long as you maintain the effect.
Concealing a very large ride, such as a ship, train, or dragon, requires '''Great Outcome'''.


'''Mirage Melee'''
At Advanced tier, you can apply this effect individually to each of your Crew’s rides.
Create an illusion of a fine and potent melee weapon.


'''Phantom Path'''
==== Phantom Precision ====
Alter the appearance of a road, misleading travelers.
Illusory attack.


'''Ethereal Edges'''
Create a Fine and Potent illusory melee weapon.
Create a storm of illusory blades.
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.


=== Hunt ===
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
'''Shadow Seeker'''
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
Track any creature you have a good mental image of.
 
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.


'''Shadow Shot'''
==== Phantom Pulse ====
An illusory fine and potent ranged attack.
Precise Illusion.


'''Shadow Shift'''
Create a momentary illusion. {{ Include Finesse Master }}
Change the appearance of your surroundings.


'''Shadow Surge'''
==== Phantom Passage ====
Illusory attack similar to a fine and potent grenade.
Create shadow rides.


=== Prowl ===
You create [[#Shadow_Illusions|shadow]] rides, semi-real mounts or vehicles for yourself and your Crew. 
'''Invisibility'''
They function as ordinary conveyances of their type, but appear as misty or shadowy forms, make no noise, and leave no trail.
Become almost invisible.


'''Image Exchange'''
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Teleport and leave an image behind.


'''Shared Self'''
=== Hunt ===
Use Invisibility and Image Exchange on others.
Track, strike, and reshape the battlefield through Illusion. 
Illusion Hunt excels at misdirection, pursuit, and apparent force rather than true lethality.


'''Illusive Excursion'''
==== Shadow Seeker ====
Teleport crew to a similar-looking place.
Track images.


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


'''Illusory Elite'''
Consequences usually arise from the environment or population rather than the trail itself — obstacles, getting lost, hostile attention, traps, or ambushes.
Fine and potent illusory melee attack.


'''Illusory Obstacle'''
==== Shadow Shot ====
Negate scale.
Illusory snipe.


'''Illusionary Onslaught'''
A Fine and Potent ranged attack.
Fine and potent illusory attack against all.
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.


=== Study ===
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. 
'''Identify Illusion'''
Using this attack in combat takes no additional time — activating the illusion is equivalent to drawing a weapon.
Identify illusions.


'''Illusion Insight'''
==== Shadow Shift ====
Learn the powers and abilities of an illusion.
Phantom environment.


'''Illusory Echoes'''
You can reshape the appearance of an Area (p. 221).
See the past of an illusion.
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.


'''Panopticon'''
The illusion affects all senses, but offers no physical resistance when force is applied. 
You see everything in a wide area.
You may add environmental effects such as mist, rain, smoke, temperature shifts, and scents.


=== Survey ===
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.
'''Detect'''
You can see illusions and invisible things.


'''Sensor'''
Consequences may distract allies, strain concentration, or allow select opponents to pierce the illusion.
Create an illusion, reality updates it.


'''Scry'''
==== Shadow Surge ====
Let reality make an illusion.
Illusory area attack.


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


=== Sway ===
The illusion may include apparent environmental damage, convincing at a glance but quickly fading.
'''Persuasive Phantom'''
Convincing visual image up to the size of a human.


'''Phantasmal Procession'''
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Full-sense illusion of a stage and actors.


'''Phantom Thought'''
=== Prowl ===
Draw illusion from another's mind.
Hide, slip away, and reposition through Illusion. 
Illusion excels at concealment and deception, even enabling movement through misdirection.


'''Private Phantasm'''
==== Image Invisibility ====
An illusion around a creature replaces all sensations.
Become almost invisible.


=== Tinker ===
You erase most visual cues of your presence, allowing you to Prowl into places that would otherwise be impossible to enter unnoticed.
'''Illusory Enhancement'''
Change the appearance of an object up to man size.


'''Phantasmal Fabrication'''
The illusion is not perfect. 
Make items invisible or create illusory items out of nothing.
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.


'''Shadow Structure'''
==== Image Infiltration ====
Create semi-real things that only work for your crew.
Teleport and distract.


'''Mass Mirage'''
You create an illusion of yourself at a location you can clearly see.
Phantasmal Fabrication on a grand scale.
You can then exchange positions with it.


=== Wreck ===
The illusory double attempts to flee or act believably on its own, drawing on a remnant of your personality, grabbing attention and creating confusion.
'''Faux Fracture'''
Illusion of damage to an object.


'''Phantom Fracture'''
==== Image Incursion ====
Illusion of damage to a place.
Crew intrusion.


'''Shadowy Shatter'''
Allow others to use Image Invisibility and Image Infiltration.
Phantom Fracture, but semi-real.
Each participant rolls their own Prowl Action and suffers their own Consequences. 
This is often a Group Action.


'''Apocalyptic Artistry'''
==== Image Inversion ====
City-sized Phantom Fracture.
Appearance teleport.


== Expanded Illusion Powers ==
Teleport between similar places.
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
You teleport yourself and your Crew between two locations that are visually similar enough that casual observation cannot distinguish them.


A recuring problem is that you need to conceal that you are using an illusion.  
You must be familiar with the destination.
This makes illusions more effective when you have some time to prepare, but having your illusion appear behind a corner can be effective enough.
You may use other illusions to make the locations match more closely, usually by changing the place you are at.


=== Command ===
This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.
Illusions don't control creatures tied to the power; instead, they create illusions that can influence anyone, although they are not as direct as issuing commands.
Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.


'''Menacing Mirage:'''
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''You can create scary or awe-inducing images or sounds perceptible to everyone.


The byword here is "show, not tell".
=== Skirmish ===
This can be a freestanding visual or audio illusion or modifying the appearance of something that already exists
Prosper in the chaos of battle through deception and misdirection.
You create an image of a threatening creature or situation.
The image can be about man size or two cubic meters.
You can move the image around and have it interact with creatures, but it lacks solidity and sound.


'''Majestic Mirage:'''
==== Echo Evasion ====
''You can create full-sense illusions scary or awe-inducing to others.
Resist illusory harm.


This is a full-sense illusion larger than Menacing Mirage. It can be a group of about ten people or things enough to fill a large room.
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 illusion can speak, but it is hard to make this convincing unless you can see the image and what it is to interact with.  
{{ : Damage Resistance Template (FiD) }}


'''Stolen Scare:'''
==== Echo Engagement ====
''You can create illusions apparent to anyone but drawn from a target's mind, making them extremely scary or awesome to this target and not requiring concentration on your part.
Illusory melee.


Similar to Majestic Mirage, but you give control over the illusion to a target's subconscious.
Fine and Potent illusory attack.
You can give a general theme of the illusion, and the target will fill in the details.  
You make a close-range attack through projected force, pain, or apparent injury.
This frees you from having to concentrate on controlling the illusion, and it will always act appropriately to the target's fears.
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.


'''Mirage Arcana:'''
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
''You project illusions over vast areas. This includes creating hosts of illusory creatures. Often used to control a battlefield.
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.


This is the same as Majestic Mirage, on a much larger scale, up to the entire area you can see. A larger change requires more concentration and thus has worse position and greater effect.
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.


=== Consort ===
==== Echo Expanse ====
You change the appearance of creatures, first yourself, then others, and finally a crowd.
Gain Scale.


'''Makeover Mirage:'''
Create illusory attackers that give you Scale (p 221).
''You can add any illusory clothes or accessories to your outfit. This can mask your identity or create fabulous outfits.
You also attack with Echo Engagement.


You do not change your own appearance, you accessorize and change your outfit.
==== Echo Effort ====
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
Group Action.


'''Monster Mirage:'''
Illusion enables Group Actions deception, deception, misdirection, or controlled perception. {{ : Apex Skirmish Include (FiD) }}
''You assume the appearance of any other creature. This does not confer any abilities.


You can change into any appearance, tough extreme size changes are impractical, making yourself tiny will not let you pass through small spaces and people may run into you.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Maintaining a huge illusion is taxing and impractical.
Other people may notice your lack of solidity through subtle clues, such as too light a thread and the air not moving around you.
You don't get any of the abilities of your assumed appearance, you can't breathe water or swim as an illusory fish or fly as an illusory bird.
None of your actions attributes or actions change.


'''Metamorphosis Mirage:'''
=== Study ===
''You can give a willing or helpless creatures any appearance you want. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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.


This is Monster Mirage applied to others.
These powers can spot illusions, but you have to actively use them to do so.
The duration depends of the effect, limited effect is very temporary, more of a warning. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the development of the story. Other abilities can be used to reverse such a transformation.


You cannot use this on a powerful opponent that cannot be defeated by a single successful action. You may have to confront them in several scenes to finally get them to the point where you can transform them.
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.


'''Mob Mirage
==== Illusory Insight ====
''You can change the appearance of large number creatures, giving each an individual appearance if desired.  
Identify Illusion.


This is Monster Mirage applied to all the creatures you can see.  
Learn the powers and abilities of an illusion.
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 may not realize their own appearance has changed, causing further confusion.
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.


=== Finesse ===
==== Illusory Imprint ====
Illusory attacks and vehicles
A view from your memory.


'''Vehicle Veil:'''
You recreate a scene from memory.
''You can change the appearance of a mount or personal vehicle you are riding.
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.


You can change the appearance of even a large vehicle, as long as you are steering it.
==== Illusory Inheritance ====
The illusion covers the vehicle and any tracks as long as you concentrate.
A view from the past.


'''Mirage Melee:'''
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 use the power as n illusory a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
You can zoom in on events of interest.  


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


'''Phantom Path:'''
==== Illusory Imago ====
''You can alter the appearance of a road, misleading travelers.
See everything.


You can make roads and paths seem to disappear or lead into poor terrain.
You see everything in an Area (p. 221). Darkness, walls and barriers do not limit vision, but enclosed spaces do.
If others can see you riding on a road you concealed will often lead pursuers to doubt the illusion, and locals who know the road are hard to fool.
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.


'''Ethereal Edges:'''
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''Your power manifests a storm of illusory blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.


Mirage Melee, with the added ability to distract opponents and preventing them from gaining any advantage from numbers.
=== Survey ===
Perceive and locate illusions.


=== Hunt ===
The Outcome required depends on concealment:
Track, attack, and unleash devastating barrages with the power of Hunt.
* '''Limited Outcome''' detects targets behind light cover or at extreme distance.
Illusion attacks cause pain and apparent wounds, but cannot actually kill. Obviously they cannot affect insensate things that lack perception and imagination. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants.
* '''Standard Outcome''' can see behind walls and into hard cover.
* '''Great Outcome''' reveals distant locations or places you did not know existed.


'''Shadow Seeker:'''
==== Project Probe ====
''You can track a creature as long as you have a good mental image or likeness to focus on.
Detect Illusion.


Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush.
Detect illusions and invisible things.
You selectively sense illusions of a specified kind.
This is a basic spotting power.


'''Shadow Shot:'''
==== Project Perception ====
''You create an illusory attack, similar in effect to a fine and potent rifle, painful but not lethal.
Image that updates.


Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.  
You create a small illusion of a known location.
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.
The image updates in real time as the location changes, as long as you maintain concentration.


'''Scene Shift
==== Project Presence ====
''You can change the appearance of your surroundings. You can cover a single house indoors or a city block outdoors.
Pursuing image.


The change can be dramatic, but only changes the appearance of things that exists.  
Create a live illusory image of a creature.
The illusion affects all senses, but if pushed against it offers no physical resistance.
As Project Perception, but focused on a known creature.
You can make rocks and trees look like statues or move the apparent position of a wall, but only create a few new things. You can create environmental effects like mist, rain, smoke, and the heat and scent of fire.
The illusion follows the creature as it moves and shows what is nearby.
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.


Consequences distracts you and your allies or a few opponents become able to pierce the illusion.
==== Project Perspective ====
Live illusory map.


'''Shadow Surge:'''
Create a live illusory map of a vast area.
''You can make an illusory attack similar to a fine and potent grenade. You can fight many creatures in the same area, but there is a risk of collateral damage to allies if not terrain.
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.


An escalation of Shadow Shot, this affects all enemies in a single location.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
The effect is more powerful but less precise.
The illusion even includes some illusory damage to the environment, which can fool onlookers but fades in a quarter of an hour or so.


=== Prowl ===
=== Sway ===
Erase your own image and that of allies.
Convince others by showing them illusions.
Illusion is good at hiding, but offers little aid to mobility.


'''Invisibility:'''
==== Persuasive Phantom ====
''You can turn yourself invisible, but the air wavers just a bit and you glow very faintly in the dark. Sounds, strong light, and perfect darkness are your enemies.
Illusory persona.


This provides you cover to hide in places you ordinarily could not.  
Convincing visual image up to the size of a human.
It otherwise works just like any other attempt to use Prowl to avoid notice.
Create a full-sense image of something of human size or smaller.
Note that only you can use this ability, your friends and allies cannot unless you use Shared Self, below.
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.


'''Image Exchange:'''
==== Persuasive Procession ====
''You create an illusion of yourself at a spot you can see within the range of a long-range weapon. This has to be your actual appearance, and cannot be invisible or masked. You then exchange position with this image.
Illusory crowd.


Your friends and allies cannot use this unless you employ Shared Self, described later
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.


'''Shared Self:'''
==== Persuasive Performance ====
''You can use Invisibility and Image Exchange on others. They still use their own Prowl action.
Illusory expectations.


Allies still use their own actions, but unless they are illusionists themselves you must provide the illusions for them to use.
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.


'''Illusive Excursion:'''
==== Persuasive Paradigm ====
''You and allies can teleport to a place that looks much the same as where you are in now. This is regional travel, you stay within the same city or region, but you can escape just about any situation.
Illusory world.


You can use other illusions to make the two places match.
An illusion around a creature replaces all sensations.
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.
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.


=== Sway ===
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
You can convince others by showing them


Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
=== Tinker ===
Sway creatures based on your power with persuasion and cajoling.
Create illusory objects and structures.
Position and effect is determined normally, depending on the situation and your relation to listeners.


If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
You can create illusions of objects of any kind, with any appearance you desire, but they are insubstantial unless otherwise stated.   
You need not select a specific type of creature in advance.
More advanced techniques allow illusions to gain limited, conditional reality.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all.   
This still has the normal stress cost.


'''Persuasive Phantom:'''
Outcome determines duration:
''You can create convincing visual images up to the size of a human.
* '''Limited Outcome''' — lasts for immediate use.
* '''Standard Outcome''' — lasts for the duration of a score.
* '''Great Outcome''' — semi-permanent.


These images do not look real and are not out to fool people, they made to illustrate points you are trying to make or acts as teaching tools.
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.
These images transcend language barriers, but not cultural issues.  


'''Phantasmal Procession:'''
Position depends on how quiet your workspace is and how much time you have.
''You can create full-sense illusions to convince others, up to the size of a small house of progression of people.


You are creating illusions that fool people directly.
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.
These illusions can be half a dozen people or things like a large carriage or small building.
You can move the illusion about as long as you move all the components, something left behind will disappear.


'''Mirage Mansion:'''
==== Construct Configuration ====
''You can create a large illusion, such as a small forest or the exterior of a large mansion.
Alter object.


Phantasmal Procession at a larger scale, the size of a ship, a large building, or a troop of people.
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.


'''Private Phantasm:'''
A stick may appear as a sword, a log as a mount, clothing as armor, or the reverse. 
''You create an illusion around a creature, replacing all normal sensation.
This is a full-sense illusion, affecting sight, sound, smell, and touch.


You encase the target in an illusion that controls every sensation the target perceives.
The illusion may suggest abilities the object does not have or conceal features it does.
The effect forms a sphere around the target.
The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.
You control what the illusion looks like from the outside, but only uniform or repeating patterns are possible.
White, black, shifting rainbow colors, and mirror finish are popular options.


This places the target in a world entirely of your creation.
==== Construct Conjuring ====
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.
Illusory objects.
You can take detailed control at any time when you touch the target.
It is tricky but possible to manipulate the target into actions that makes sense in their perception, but serves you in the real world.


=== Tinker ===
Create illusory objects or render objects invisible.
Use illusion to alter items of all kinds or create them out of nothing, giving the impression you can create amazing tools and weapons.
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 Enhancement:'''
You may create larger objects, up to the size of a large carriage.
''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.
Illusory effects may now extend outward — for example, missiles from an illusory weapon can produce illusory Harm at range.


You don't change the basic form and size of the object, but you can change details, turning a stick into a weapon, a log into a mount, or clothes into armor—or to do the opposite.
An invisible weapon may grant an advantage initially, but use and impact tends to reveal it for what it is.
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 recoil and muzzle flash from weapons, but no such effect at any distance. If used, the glimmered items function normally, the illusion has no effect on damage or effectiveness.


The position depends on how quiet your workplace is and how much time you have to work with.
''When used to create weapons:''
The effect determines how long it will last.  
Illusory attacks cause pain and apparent wounds that fade at the end of the score.
Most illusory tinkering will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
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.


Consequences can change details of the illusion, such as altered colors or the object becoming too pretty, bent, twisted or markings, letters, and numbers making no sense.
==== Construct Conception ====
Create shadow objects.


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


'''Phantasmal Fabrication:'''
For example, you might create an illusory stone bridge that supports your Crew like a wooden bridge, but offers no support to others.
''You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.


You are now free to work without any restriction of real objects.
[[#Shadow_Illusions|Shadow]] objects way can affect mindless things and physical objects.
People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight.
Tools and weapons function as basic, functional examples — usable, but imperfect.
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 battery reaching out and creating illusory smoke trails.


'''Shadow Structure:'''
==== Construct Coalescence ====
''You can create semi-real items that work for you and allies, but not for anyone else, such as an illusory bridge only your team can cross.
Huge illusions.


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 bring, but doesn't support others at all.
Create illusory objects and structures on a massive scale.
Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact.
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.


'''Mass Mirage:'''
Complex scenes or varied objects may require additional concentration or rolls to maintain, but this does not increase stress cost beyond the initial use.
''This is similar to Phantasmal Fabrication, but you mass produce objects, even a set of different objects. You can also make something huge, such as a vehicle, building, or small landscape.


Pretty self-explanatory, this is Phantasmal Fabrication on a massive scale.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This is useful for equipping a large band or building something large out of nothing.


=== Wreck ===
=== Wreck ===
Cover things with illusions of destruction.
Create illusions of destruction and collapse.
Illusion is one of the weaker wrecking powers since its unreal until Shadowy Shatter, so you can deny things to the enemy but its hard to get much use of the destruction yourself.
'''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.


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.
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.


Effect is a matter of convincing yourself that you can "destroy" what you're targeting.
Describe the form of the damage; any relevant vulnerability or resistance applies to the apparent harm.
Things you are very familiar with or that are very fragile require only limited effect, solid walls and things you don't understand may require great effect.


'''Faux Fracture:'''
Unlike most illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive capacity, though the damage itself remains unreal.
''You can create an illusion of damage to an object, like a break or malfunction. Works as a illusory sledgehammer in combat.


This is illusory destruction on a small scale.
==== Faux Fissure ====
The item is still there, but appears obviously broken.
Structural scale illusion.
Its hard to make multiple such effect credible, if you make an illusion a broken rifle ten times someone is bound try to use their "broken" rifle and find it works.


'''Phantom Fracture:'''
Create the illusion of damage to a solid structure.
''Faux Fracture but on a larger scale, allowing you to apparently smash a vehicle or small building. Works as a fine potent illusory sledgehammer in combat.
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 Fracture on multiple targets or on a single large target.
==== Faux Fault ====
Temporary damage.


'''Shadowy Shatter:'''
Illusory damage that creates exploitable openings usable by the crew.
''Similar to Phantom Fracture, but the illusions is real for a short time, allowing creatures to walk trough faults you create.
This functions as Faux Fissure, but the damage becomes temporarily exploitable. 
You might create an illusory hole in a wall that be passed through, but which fades over time or as you direct.
As the illusion fades, so does the ability to exploit it.


A common use of this is to blow an illusory hole in a wall that is just real enough to allow passage.
==== Faux Fragmentation ====
You can flatten rubble and remove brambles, but remember that this is Wreck, the end result might be flat, but it will not be orderly.
Area illusion.


'''Apocalyptic Artistry:'''
Create city-scale illusions of devastation.
''Similar to Phantom Fracture, but larger. You can create the illusion of a blasted landscape or cityscape.
This expands Phantom Fracture out to the limits of Range (p. 221), creating the appearance of widespread destruction across districts or entire cities.


Rather straightforward, this just scales things up.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 17:47, 13 February 2026

Fox in the Dark logoFox in the Dark
Fox in the Dark logo
Starfox's Blades in the Dark Powers

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

Illusion 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 Phantom Pulse
Precise Illusion.
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
Gain Scale.
Echo Effort
Group Action.
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
Live illusory map.
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.

What is 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 own illusory nature are more flexible but less convincing. They can create and control illusions of any kind, but have to think up what each illusion is to show.

Planes of Illusion

The Dreamlands 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.

There are even personal Dreamscapes created by individual dreamers. Even more ephemeral than the Dreamlands, these are deeply connected to their creator and you can affect the mind of a dreamer in their Dreamscape.

Back to top

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.

Attune

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

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

Sense Spectre

Detect Illusions.

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

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

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

Sever Spectre

Dismiss Illusion.

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

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

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

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

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

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

Summon Spectre

Summon Spectres.

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

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

Specters come in two broad types:

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

Sublime Spectre

Illusion gate.

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

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

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

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

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

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

Back to top

Command

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

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

Menacing Mirage

Intimidating aura.

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

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

Message Mirage

Signalling illusion.

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

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

Majestic Mirage

Impressive scene.

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

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

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

Mirage Arcana

Grand scene.

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

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

Back to top

Consort

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

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

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

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

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

Makeover Mirage

Full-body mask.

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

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

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

Monster Mirage

Illusory transformation.

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

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

Metamorphosis Mirage

Transform crew.

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

Mob Mirage

Transform crowd.

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

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

Back to top

Finesse

Use Illusion for deceptive weapons, movement, and misdirection.

Phantom Pilot

Disguise Ride.

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

Concealing a very large ride, such as a ship, train, or dragon, requires 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 Pulse

Precise Illusion.

Create a momentary illusion. The effect is small, precise, and momentary. When it makes sense in the story that this creates leverage, you may roll Finesse without expending any time. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Phantom Passage

Create shadow rides.

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

Back to top

Hunt

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

Shadow Seeker

Track images.

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

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

Shadow Shot

Illusory snipe.

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

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

Shadow Shift

Phantom environment.

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

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

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

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

Shadow Surge

Illusory area attack.

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

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

Back to top

Prowl

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

Image Invisibility

Become almost invisible.

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

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

Image Infiltration

Teleport and distract.

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

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

Image Incursion

Crew intrusion.

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

Image Inversion

Appearance teleport.

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

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

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

Back to top

Skirmish

Prosper in the chaos of battle through deception and misdirection.

Echo Evasion

Resist illusory harm.

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

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

Echo Engagement

Illusory melee.

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

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

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

Echo Expanse

Gain Scale.

Create illusory attackers that give you Scale (p 221). You also attack with Echo Engagement.

Echo Effort

Group Action.

Illusion enables Group Actions deception, deception, misdirection, or controlled perception. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

Back to top

Study

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

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

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

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

Illusory Insight

Identify Illusion.

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

Illusory Imprint

A view from your memory.

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

Illusory Inheritance

A view from the past.

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

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

Illusory Imago

See everything.

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

Back to top

Survey

Perceive and locate illusions.

The Outcome required depends on concealment:

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

Project Probe

Detect Illusion.

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

Project Perception

Image that updates.

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

Project Presence

Pursuing image.

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

Project Perspective

Live illusory map.

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

Back to top

Sway

Convince others by showing them illusions.

Persuasive Phantom

Illusory persona.

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

Persuasive Procession

Illusory crowd.

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

Persuasive Performance

Illusory expectations.

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

Persuasive Paradigm

Illusory world.

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

Back to top

Tinker

Create illusory objects and structures.

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

Outcome determines duration:

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

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

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

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

Construct Configuration

Alter object.

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

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

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

Construct Conjuring

Illusory objects.

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

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

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

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

Construct Conception

Create shadow objects.

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

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

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

Construct Coalescence

Huge illusions.

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

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

Back to top

Wreck

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

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

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

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

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

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

Faux Fracture

Personal scale illusion.

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

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

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

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

Faux Fissure

Structural scale illusion.

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

Faux Fault

Temporary damage.

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

Faux Fragmentation

Area illusion.

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

Back to top