Difference between revisions of "Illusion Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
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.
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{{tocright}}
It can create some sounds, scents, tactile phenomena, and other sensory phenomena, but is focused on vision.
+
Illusion is the art of perception and deception through sensory projection.
Illusionists whose primary sense is not sight would instead focus on illusions to their primary sense, this is not covered by the rules.
+
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.
  
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 can create sights, sounds, scents, sensations of touch, and other sensory phenomena, but these are always suggestive and indirect. The primary focus of Illusion is vision. Illusionists whose primary sense is not sight would instead focus on projections tuned to their dominant sense, but this is not covered by these rules.
  
Illusion 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.
+
Illusions create images of creatures and objects that are objectively real in that they register on physical senses, including those of living beings and sensory devices. Such images are unreal in that they are projections rather than physical matter. An illusion cannot affect objects, structures, or creatures through force unless the power explicitly says it can.
 +
An illusion of weight may cause scales to react, but it cannot cause a bridge to collapse. A lift with a weight sensor may shut down due to an illusory overload, but if the sensor is bypassed, the lift functions normally.
  
Illusion 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.  
+
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.
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.
+
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.
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.  
+
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.
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 creatures are called specters.
 +
Specters are structured to behave as if they truly are what they portray, allowing their illusions to respond dynamically without constant intervention from the user. Some specters are highly specialized, believing themselves to be specific people, animals, objects, or even terrain features and are very good at playing their role. Finding or creating such specters may require a flashback or a long-term project.
 +
Specters that are aware of their illusory nature are more flexible but less convincing.
 +
 
 +
The plane of Illusion is a plane of dreams: ephemeral, unstable, and subjective. It shifts rapidly and is shaped by the dreaming minds of the world. Creatures with powerful imaginations may create persistent dream-realms of their own. Such realms can be studied or manipulated to influence their creator, but doing so is difficult and dangerous.
  
 
== Illusion Power Effects Table ==
 
== 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'''
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|valign="top"| '''Sever Spectre'''  <br> Dismiss a specter or end an illusion power.  
 
|valign="top"| '''Sever Spectre'''  <br> Dismiss a specter or end an illusion power.  
 
|valign="top"| '''Summon Spectre'''  <br> Call a specter from another plane.  
 
|valign="top"| '''Summon Spectre'''  <br> Call a specter from another plane.  
|valign="top"| '''Dream Domain'''    <br> Gate to the realm of dreams or someone's dream.  
+
|valign="top"| '''Dream Domain'''    <br> Gate to the realm of dreams or into a dream.  
 
|-
 
|-
 
|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''' <br> Scary or awe-inducing images or sounds.  
 +
|valign="top"| '''Message Mirage'''  <br> Send an illusion of yourself to communicate.
 
|valign="top"| '''Majestic Mirage''' <br> Full-sense scary or awe-inducing illusions.
 
|valign="top"| '''Majestic Mirage''' <br> Full-sense scary or awe-inducing illusions.
|valign="top"| '''Message Mirage'''  <br> Send an illusion of yourself to communicate.
 
 
|valign="top"| '''Mirage Arcana'''  <br> Vast scary illusions.
 
|valign="top"| '''Mirage Arcana'''  <br> Vast scary illusions.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Makeover Mirage'''      <br> Make illusory clothes and accessories.  
+
|valign="top"| '''Makeover Mirage'''      <br> Illusory full-body mask.  
 
|valign="top"| '''Monster Mirage'''      <br> Assume the appearance of any other creature.  
 
|valign="top"| '''Monster Mirage'''      <br> Assume the appearance of any other creature.  
 
|valign="top"| '''Metamorphosis Mirage''' <br> Give a willing or helpless creature any appearance.
 
|valign="top"| '''Metamorphosis Mirage''' <br> Give a willing or helpless creature any appearance.
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|-
 
|-
 
|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"| '''Vehicle Veil'''   <br> Change the appearance of a mount or personal vehicle.  
|valign="top"| '''Mirage Melee'''   <br> Create an illusion of a fine and potent melee weapon.
+
|valign="top"| '''Mirage Melee'''   <br> Create an illusion of a fine and potent melee weapon.
|valign="top"| '''Phantom Path'''   <br> Alter the appearance of a road, misleading travelers.
+
|valign="top"| '''Phantom Path'''   <br> Alter the appearance of a road, misleading travelers.
|valign="top"| '''Ethereal Edges''' <br> Create a storm of illusory blades.  
+
|valign="top"| '''Phantom Passage''' <br> Create phantasmal steeds.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
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|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Identify Illusion''' <br> Identify illusions.  
+
|valign="top"| '''Illusion Insight''' <br> Identify illusions.  
|valign="top"| '''Illusion Insight''' <br> Learn the powers and abilities of an illusion.
+
|valign="top"| '''Illusion Memory'''   <br> A view from memory.
|valign="top"| '''Illusory Echoes'''  <br> See the past of an Illusion.
+
|valign="top"| '''Illusory Echoes'''  <br> A view from the past.
 
|valign="top"| '''Panopticon'''        <br> You see everything in a wide area.  
 
|valign="top"| '''Panopticon'''        <br> You see everything in a wide area.  
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Detect'''       <br> You can see illusions and invisible things.
+
|valign="top"| '''Detect Image'''     <br> Sense illusions and invisible things.
|valign="top"| '''Sensor'''       <br> Create an illusion, reality updates it.  
+
|valign="top"| '''Perceptive Image''' <br> Create an illusion, reality updates it.  
|valign="top"| '''Scry'''         <br> Let reality make an illusion.
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|valign="top"| '''Real Image'''       <br> Let reality make an illusion.
|valign="top"| '''Omnipresence''' <br> Create a huge illusion, reality updates it.
+
|valign="top"| '''Omnipresence'''     <br> Create an illusion of a huge area, reality updates it.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
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|}
 
|}
  
== Saved Stuff ==
+
== Expanded Illusion Powers ==
'''Dream Detection''' <br> You can detect illusory creatures and powers. This can spoil illusions, but you must actively work to see through them.
+
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.
  
'''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.
+
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.
  
'''Mirage Arcana'''  <br> Create vast illusions over vast areas. This includes creating hosts of illusory creatures. Often used to control a battlefield.
 
  
'''Makeover Mirage'''      <br> Add any illusory clothes and accessories to your outfit. This can mask your identity or create fabulous outfits.
 
  
'''Mob Mirage'''          <br> Change the appearance of large number creatures, giving each an individual appearance if desired.
+
=== Attune ===
 +
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Illusion beings and phenomena.
  
'''Scene Shift'''   <br> Change the appearance of your surroundings. You can cover a single house indoors or a city block outdoors.
+
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.
  
'''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.
+
==== Dream Detection ====
 +
Detect specters and Illusion powers.
  
'''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.  
+
You can see Illusion spirits and detect Illusion creatures and powers.
 +
This is commonly used to identify projections, hidden specters, or summoned illusions so they can be dispelled or dismissed.
  
'''Illusory Echoes'''  <br> See the past of an place, image, illusionist, or specter. This is like playing a film backwards.
+
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.
  
'''Panopticon'''       <br> You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
+
A '''Limited Outcome''' suffices against a creature or effect you can clearly see.
 +
A '''Standard Outcome''' is required if it is hidden. 
 +
A '''Great Outcome''' is required if it is concealed behind solid barriers.
  
'''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.
+
==== Sever Spectre ====
 +
Dismiss a specter or end an Illusion power.
  
'''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.  
+
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'''.
  
'''Phantasmal Fabrication''' <br> You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.  
+
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.
  
'''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.
+
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.
  
'''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.
+
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.
  
== Expanded Illusion Powers ==
+
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.
=== Attune ===
 
'''Dream Detection'''
 
Detect illusory creatures and powers.
 
  
You can detect illusory creatures and powers. This can spoil illusions, but you must actively work to see through them.
+
==== Summon Spectre ====
 +
Call a specter from another plane.
  
'''Sever Spectre'''
+
Illusory summons are called specters. 
Dismiss a specter or end an illusion power.
+
They are Expert Cohort [[Spirit_(FiD)|Spirits]] (p. 96) with Illusion powers and immaterial bodies.
  
'''Summon Spectre'''
+
Summoning a specific specter requires knowledge of its unique identity, often called a true name. 
Call a specter from another plane.
+
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.
  
'''Dream Domain'''
+
Specters come in two broad types:
Gate to the realm of dreams or someone's dream.
 
  
=== Command ===
+
* '''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.
Illusions don't control creatures tied to the power; instead, they create illusions that can influence anyone. They are not as direct as issuing commands, you have to craft illusions to provoke the desired reaction.
 
  
'''Menacing Mirage'''
+
* '''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.
Scary or awe-inducing images or sounds.
 
  
The byword here is "show, not tell". This can be a freestanding visual or audio illusion or modifying the appearance of something that already exists 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.
+
==== Dream Domain ====
 +
Gate to the Land of Dreams or into a dream.
  
'''Majestic Mirage'''
+
Illusion is linked to the Land of Dreams, where Illusion dominates reality. 
Full-sense scary or awe-inducing illusions.
+
This realm is fluid, unstable, and subjective, as described in the Introduction.
  
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. 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.
+
Entering the Land of Dreams is exceptional: 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.
  
'''Message Mirage'''
+
{{ : Gate Shared Rules (FiD) }}
Send an illusion of yourself to communicate.
 
  
'''Mirage Arcana'''
+
Illusion gates may also open into a creature’s personal dreamscape. 
Vast scary illusions.
+
This requires a supernatural link or the target’s presence.
  
Create vast illusions over vast areas. This includes creating hosts of illusory creatures. Often used to control a battlefield.
+
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.
  
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.
 
  
=== Consort ===
 
You change the appearance of creatures, first yourself, then others, and finally a crowd.
 
  
'''Makeover Mirage'''
+
=== Command ===
Make illusory clothes and accessories.
+
Illusion does not command creatures directly. 
 +
Instead, it creates images and sounds that influence behavior by provoking reactions.
  
Add any illusory clothes and accessories to your outfit. This can mask your identity or create fabulous outfits.
+
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.
  
'''Monster Mirage'''
+
==== Menacing Mirage ====
Assume the appearance of any other creature.
+
Create frightening or awe-inspiring images or sounds.
  
You do not change your own appearance, you accessorize and change your outfit. The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
You can give yourself an intimidating aura or create a threatening illusion and sound, roughly human-sized and up to about a cubic meter in volume, or a sound comparable to a lion’s roar.
  
You can 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. 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.
+
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.
  
'''Metamorphosis Mirage'''
+
==== Message Mirage ====
Give a willing or helpless creature any appearance.
+
Send an illusory projection of yourself to communicate.
  
This is Monster Mirage applied to others. 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 create an illusion of yourself that appears near a creature you can clearly imagine.
 +
You can see, hear, and speak as if you were present.
  
You 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.
+
The projection follows the target, and your perception is focused on them and whatever nearby features they indicate or interact with.
  
'''Mob Mirage'''
+
==== Majestic Mirage ====
Change the appearance of a large number of creatures.
+
Create large, full-sense awe-inspiring illusions.
  
Change the appearance of large number creatures, giving each an individual appearance if desired.
+
You create a full-sense illusion the size of a house, such as a formation of several dozen figures or enough imagery to fill a small square.
  
This is Monster Mirage applied to all the creatures you can see. 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.
+
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.
  
=== Finesse ===
+
Depending on how it is used, this improves either Effect, Position, or possibly both.
Illusory weapons and rides.
 
  
'''Vehicle Veil'''
+
==== Mirage Arcana ====
Change the appearance of a mount or personal vehicle.
+
Create vast illusory scenes.
  
'''Mirage Melee'''
+
This functions as Majestic Mirage on a grand scale. 
Create an illusion of a fine and potent melee weapon.
+
You can create the appearance of armies, cities, palace-complexes, forests, or mountains.
  
You can change the appearance of even a large vehicle, as long as you are steering it. The illusion covers the vehicle and any tracks as long as you concentrate.
+
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.
  
See above for the rules of illusory attacks. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Phantom Path'''
 
Alter the appearance of a road, misleading travelers.
 
  
You can make roads and paths seem to disappear or lead into poor terrain. 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.
+
=== Consort ===
 +
Change the appearance of creatures through Illusion — first yourself, then others, and finally entire crowds.
  
'''Ethereal Edges'''
+
Consort Illusion alters how creatures are perceived, not what they physically are. 
Create a storm of illusory blades.
+
These changes can enable deception, social access, or confusion, but they do not grant new abilities or effect from illusory physical traits.
  
Mirage Melee, with the added ability to distract opponents and preventing them from gaining any advantage from numbers.
+
==== Makeover Mirage ====
 +
Create an illusory full-body mask.
  
=== Hunt ===
+
You add illusory clothing, accessories, and cosmetic details to your appearance. 
'''Shadow Seeker'''
+
You do not change your physical shape; instead, you alter surface features such as hair, skin tone, facial details, and voice.
Track any creature you have a good mental image of.
 
  
'''Shadow Shot'''
+
This can conceal your identity or create striking, fabulous outfits. 
An illusory fine and potent ranged attack.
+
You cannot change your size or body plan, but illusory clothing and accessories function as an instant disguise.
  
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat. Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
+
==== Monster Mirage ====
 +
Assume the appearance of another creature or object.
  
'''Shadow Shift'''
+
You take on the outward appearance of any creature or object. 
Change the appearance of your surroundings.
+
This can aid social interaction or intimidation.
  
Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush.
+
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.
  
Change the appearance of your surroundings. You can cover a single house indoors or a city block outdoors.
+
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.
  
The change can be dramatic, but only changes the appearance of things that exists. The illusion affects all senses, but if pushed against it offers no physical resistance. 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. 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.
+
==== Metamorphosis Mirage ====
 +
Alter the appearance of a willing or helpless creature.
  
Consequences distracts you and your allies or a few opponents become able to pierce the illusion.
+
This is Monster Mirage applied to another creature. 
 +
Duration depends on the Outcome: 
 +
a '''Limited Outcome''' lasts for a scene, 
 +
a '''Standard Outcome''' lasts for the duration of a score, 
 +
and a '''Great Outcome''' lasts a long time and may become permanent, depending on the story.
  
'''Shadow Surge'''
+
==== Mob Mirage ====
Illusory attack similar to a fine and potent grenade.
+
Change the appearance of many creatures at once.
  
An escalation of Shadow Shot, this affects all enemies in a single location. The effect is more powerful but less precise. The illusion even includes some illusory damage to the environment, which can fool onlookers but fades in a quarter of an hour or so.
+
This is Monster Mirage applied to all creatures you can see. 
 +
You may give each an individual appearance or render them as a faceless, uniform crowd.
  
=== Prowl ===
+
By altering many appearances simultaneously, you can obscure identities and sow confusion. 
Erase your own image and that of allies. Illusion is good at hiding, but offers little aid to mobility.
+
This can cause chaos in streets, courts, or battlefields. 
 +
Creatures do not automatically realize their own appearance has changed, compounding the confusion.
  
'''Invisibility'''
 
Become almost invisible.
 
  
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.
 
  
'''Image Exchange'''
+
=== Finesse ===
Teleport and leave an image behind.
+
Use Illusion for deceptive weapons, movement, and misdirection.
  
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.
+
==== Vehicle Veil ====
 +
Change the appearance of a mount or personal vehicle.
  
This provides you cover to hide in places you ordinarily could not. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Shared Self, below.
+
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.
  
'''Shared Self'''
+
Concealing a very large conveyance, such as a yacht, bus, or dragon, requires a '''Great Outcome'''.
Use Invisibility and Image Exchange on others.
 
  
Allies still use their own actions, but unless they are illusionists themselves you must provide the illusions for them to use.
+
At Advanced tier, you can apply this effect individually to each of your Crew’s rides.
  
'''Illusive Excursion'''
+
==== Mirage Melee ====
Teleport crew to a similar-looking place.
+
Create a Fine and Potent illusory melee weapon.
  
You can use other illusions to make the two places match. 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.
+
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.
  
=== Skirmish ===
+
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
'''Illusory Armor'''
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
Block psychic damage.
 
  
'''Illusory Elite'''
+
Aside from damage type, this substitutes for a Fine and Potent weapon. 
Fine and potent illusory melee attack.
+
Activating the illusion in combat takes no more time than drawing a weapon.
  
'''Illusory Obstacle'''
+
==== Phantom Path ====
Negate scale.
+
Alter the appearance of roads and paths.
  
'''Illusionary Onslaught'''
+
You make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.
Fine and potent illusory attack against all.
 
  
=== Study ===
+
If observers can see you travel safely along a concealed or false path, the illusion becomes suspect. 
'''Identify Illusion'''
+
Locals familiar with the terrain are especially difficult to mislead.
Identify illusions.
 
  
'''Illusion Insight'''
+
==== Phantom Passage ====
Learn the powers and abilities of an illusion.
+
Create phantasmal mounts or vehicles.
  
'''Illusory Echoes'''
+
You create semi-illusory mounts or vehicles for yourself and your Crew. 
See the past of an illusion.
+
They function as ordinary conveyances of their type, but appear as misty or shadowy forms, make no noise, and leave no trail.
  
See the past of an place, image, illusionist, or specter. This is like playing a film backwards.
 
  
'''Panopticon'''
 
You see everything in a wide area.
 
  
You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
+
=== Hunt ===
 +
Track, strike, and reshape the battlefield through Illusion.
 +
Illusion Hunt excels at misdirection, pursuit, and apparent force rather than true lethality.
  
=== Survey ===
+
==== Shadow Seeker ====
'''Detect'''
+
Track anything you have a clear mental image of.
You can see illusions and invisible things.
 
  
'''Sensor'''
+
You follow the impression a target leaves on the world-image as it moves. 
Create an illusion, reality updates it.
+
These traces fade quickly and become unreliable when many similar targets are nearby.
  
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.
+
Consequences usually arise from the environment or population rather than the trail itself — obstacles, getting lost, hostile attention, traps, or ambushes.
  
'''Scry'''
+
==== Shadow Shot ====
Let reality make an illusion.
+
Illusory '''Fine''' and '''Potent''' ranged attack.
  
'''Omnipresence'''
+
Illusory attacks cause pain and apparent wounds that fade at the end of the score. 
Create a huge illusion, reality updates it.
+
Illusions cannot kill directly; they can only cause lethal outcomes by provoking dangerous actions.
  
=== Sway ===
+
Illusory attacks cannot affect insensate things lacking cognitive capacity, including objects and creatures below a threshold of perception and imagination (such as bacteria).
You can convince others by showing them
 
  
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals. Sway creatures based on your power with persuasion and cajoling. Position and effect is determined normally, depending on the situation and your relation to listeners.
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.
  
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance. If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. This still has the normal stress cost.
+
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.
  
'''Persuasive Phantom'''
+
==== Shadow Shift ====
Convincing visual image up to the size of a human.
+
Alter the apparent environment.
  
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. These images transcend language barriers, but not cultural issues.
+
You can reshape the appearance of:
 +
* a building you are inside, or
 +
* roughly a city block or one hectare outdoors.
  
'''Phantasmal Procession'''
+
The illusion can be dramatic, but it only alters the appearance of existing things. 
Full-sense illusion of a stage and actors.
+
You cannot create new structures or render objects truly invisible.
  
You are creating illusions that fool people directly. 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.
+
Examples include making a slum appear like a palace complex or a field appear as a jungle.
  
'''Phantom Thought'''
+
The illusion affects all senses, but offers no physical resistance when force is applied. 
Draw illusion from another's mind.
+
You may add environmental effects such as mist, rain, smoke, temperature shifts, and scents.
  
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.
+
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.
  
Similar to Majestic Mirage, 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 act appropriately to the target's fears.
+
Consequences may distract allies, strain concentration, or allow some opponents to pierce the illusion.
  
'''Private Phantasm'''
+
==== Shadow Surge ====
An illusion around a creature replaces all sensations.
+
Illusory attack similar to a '''Fine''' and '''Potent''' grenade.
  
You encase the target in an illusion that controls every sensation the target perceives. The effect forms a sphere around the target. 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.
+
An escalation of Shadow Shot. 
 +
This affects all enemies in a single location, trading precision for scale.
 +
This allows full Effect against an entire gang of cohorts.
  
This places the target in a 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. 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.
+
The illusion may include apparent environmental damage, convincing at a glance but fading quickly once examined.
  
=== Tinker ===
 
Use illusion to alter items of all kinds or create them out of nothing, giving the impression you can create amazing tools and weapons.
 
  
'''Illusory Enhancement'''
 
Change the appearance of an object up to man size.
 
  
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. 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.
+
=== Prowl ===
 +
Hide, slip away, and reposition through Illusion.
 +
Illusion excels at concealment and deception, even enabling movement through misdirection.
  
The position depends on how quiet your workplace is and how much time you have to work with. The effect determines how long it will last. 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.
+
==== Invisibility ====
 +
Become almost invisible.
  
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.
+
You erase most visual cues of your presence, allowing you to Prowl into places that would otherwise be impossible to enter unnoticed.
  
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.
+
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.
  
'''Phantasmal Fabrication'''
+
==== Image Exchange ====
Make items invisible or create illusory items out of nothing.
+
Teleport and leave an image behind.
  
You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.
+
You create an illusion of yourself at a location you can clearly see.
 +
You can then exchange positions with it.
  
You are now free to work without any restriction of real objects. People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight. You can make larger objects, up to the size of a large carriage. Objects that produce effects can now reach further, such as missiles from a missile battery reaching out and creating illusory smoke trails.
+
The illusory double attempts to flee or act believably on its own, drawing attention and creating confusion.
  
'''Shadow Structure'''
+
==== Shared Self ====
Create semi-real things that only work for your crew.
+
Allow others to use Invisibility and Image Exchange.
  
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.
+
You extend Invisibility and Image Exchange to your allies
 +
Each participant rolls their own Prowl Action and suffers their own Consequences. 
 +
This is often a '''Group Action'''.
  
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. Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact.
+
==== Illusive Excursion ====
 +
Teleport your Crew between similar-looking places.
  
'''Mass Mirage'''
+
You teleport yourself and your Crew between two locations that are visually similar enough that casual observation cannot distinguish them.
Phantasmal Fabrication on a grand scale.
 
  
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.
+
You must be familiar with the destination. 
 +
Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.
  
Pretty self-explanatory, this is Phantasmal Fabrication on a massive scale. This is useful for equipping a large band or building something large out of nothing.
+
You may use other illusions to make the locations match more closely.
  
=== Wreck ===
+
This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.
Cover things with illusions of destruction. 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.
 
  
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.
 
  
Effect is a matter of convincing yourself that you can "destroy" what you're targeting. 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'''
+
=== Skirmish ===
Illusion of damage to an object.
+
Prosper in the chaos of battle through deception and misdirection.
  
This is illusory destruction on a small scale. The item is still there, but appears obviously broken. 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.
+
==== Illusory Armor ====
 +
Resist illusory harm.
  
'''Phantom Fracture'''
+
You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous dreamscapes, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain.
Illusion of damage to a place.
+
{{ : Damage Resistance Template (FiD) }}
  
Faux Fracture on multiple targets or on a single large target.
+
==== Illusory Elite ====
 +
Fine and Potent illusory melee attack.
  
'''Shadowy Shatter'''
+
You make a close-range attack through projected force, pain, or apparent injury. 
Phantom Fracture, but semi-real.
+
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.
  
A common use of this is to blow an illusory hole in a wall that is just real enough to allow passage. 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.
+
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.
  
'''Apocalyptic Artistry'''
+
Aside from damage type, this substitutes for equipment; mundane weapons are just as effective. 
City-sized Phantom Fracture.
+
Some targets may be more or less vulnerable to specific attacks, but this is the exception.
  
Rather straightforward, this just scales things up.
+
==== Illusory Obstacle ====
 +
Create illusory obstructions that negate Scale.
  
== Expanded Illusion Powers ==
+
You conjure convincing hindrances — spectral allies, false barriers, shifting mazes, or concealing mist — that break up enemy formations. 
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
This negates the advantage of numbers without creating lasting terrain.
  
A recuring problem is that you need to conceal that you are using an illusion.
+
==== Illusionary Onslaught ====
This makes illusions more effective when you have some time to prepare, but having your illusion appear behind a corner can be effective enough.
+
Fine and Potent illusory attack against all enemies in the skirmish.
  
=== Command ===
+
This is Illusory Elite applied across the entire engagement. 
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.
+
You negate the advantage of numbers and spread your Effect across multiple opponents, inflicting normal Skirmish Harm against a Cohort Gang.
  
'''Menacing Mirage:'''
 
''You can create scary or awe-inducing images or sounds perceptible to everyone.
 
  
The byword here is "show, not tell".
 
This can be a freestanding visual or audio illusion or modifying the appearance of something that already exists
 
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:'''
+
=== Study ===
''You can create full-sense illusions scary or awe-inducing to others.
+
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 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.
+
These powers can spot illusions, but you have to actively use them to do so.
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.  
 
  
'''Stolen Scare:'''
+
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.
''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.
 
  
Similar to Majestic Mirage, but you give control over the illusion to a target's subconscious.
+
==== Illusion Insight ====
You can give a general theme of the illusion, and the target will fill in the details.
+
Learn the powers and abilities of an illusion.
This frees you from having to concentrate on controlling the illusion, and it will always act appropriately to the target's fears.
 
  
'''Mirage Arcana:'''
+
Learn of any powers or special abilities the illusion has. This includes actual rules and game effects as well as what the illusion hides or disguises.
''You project illusions over vast areas. This includes creating hosts of illusory creatures. Often used to control a battlefield.
 
  
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.
+
==== Illusory Memory ====
 +
A view from your memory.
  
=== Consort ===
+
You create a scene from memory.
You change the appearance of creatures, first yourself, then others, and finally a crowd.
+
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.
  
'''Makeover Mirage:'''
+
==== Illusory Echoes ====
''You can add any illusory clothes or accessories to your outfit. This can mask your identity or create fabulous outfits.
+
A view from the past.
  
You do not change your own appearance, you accessorize and change your outfit.
+
Illusory Memory, but it is from the past of your current location, you need not have been present.
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
You can zoom in on events of interest.  
  
'''Monster Mirage:'''
+
==== Panopticon ====
''You assume the appearance of any other creature. This does not confer any abilities.
+
You see everything in a wide area.
  
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.  
+
You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
Maintaining a huge illusion is taxing and impractical.
+
Provides a detailed view of events involving Illusions as far as you can see, pinpointing locations of interest.  
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 can then play back what you see in the area (not just the illusions), like Illusory Echoes over this vast area.
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:'''
 
''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.
 
  
This is Monster Mirage applied to others.
 
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.
+
=== Survey ===
 +
Perceive and locate illusions.
  
'''Mob Mirage
+
The Outcome required depends on concealment:
''You can change the appearance of large number creatures, giving each an individual appearance if desired.  
+
* '''Limited Outcome''' detects targets behind light cover or at extreme distance.
 +
* '''Standard Outcome''' can see behind walls and into hard cover.
 +
* '''Great Outcome''' reveals distant locations or places you did not know existed.
  
This is Monster Mirage applied to all the creatures you can see.
+
==== Detect 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.
+
Detect illusions and invisible things.
  
=== Finesse ===
+
You selectively sense illusions of a specified kind.
Illusory attacks and vehicles
+
This is a basic spotting power.
  
'''Vehicle Veil:'''
+
==== Perceptive Image ====
''You can change the appearance of a mount or personal vehicle you are riding.
+
Create a live illusory image of a place.
  
You can change the appearance of even a large vehicle, as long as you are steering it.
+
You create a small illusion of a known location.
The illusion covers the vehicle and any tracks as long as you concentrate.
+
The image updates in real time as the location changes, as long as you maintain concentration.
  
'''Mirage Melee:'''
+
The image only reflects what could be perceived from that location or perspective.
''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.
 
  
See above for the rules of illusory attacks.
+
==== Real Image ====
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.
+
Create a live illusory image of a creature.
  
'''Phantom Path:'''
+
As Perceptive Image, but focused on a known creature.
''You can alter the appearance of a road, misleading travelers.
+
The illusion follows the creature as it moves and shows what is nearby.
  
You can make roads and paths seem to disappear or lead into poor terrain.
+
The image updates only with information that could reasonably be perceived nearby.
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.
 
  
'''Ethereal Edges:'''
+
==== Omnipresence ====
''Your power manifests a storm of illusory blades, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
Create a live illusory map of a vast area.
  
Mirage Melee, with the added ability to distract opponents and preventing them from gaining any advantage from numbers.
+
As Perceptive Image, but on a grand scale.
 +
You can represent several city blocks or a large terrain feature such as a forest, field, or hill, and shift the viewpoint to different angles or positions.
  
=== Hunt ===
 
Track, attack, and unleash devastating barrages with the power of Hunt.
 
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.
 
  
'''Shadow Seeker:'''
 
''You can track a creature as long as you have a good mental image or likeness to focus on. 
 
  
Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush.
+
=== Sway ===
 +
Convince others by showing them illusions.
  
'''Shadow Shot:'''
+
==== Persuasive Phantom ====
''You create an illusory attack, similar in effect to a fine and potent rifle, painful but not lethal.
+
Convincing visual image up to the size of a human.
  
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.  
+
Create a full-sense image of something of human size or smaller.
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.
+
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.
  
'''Scene Shift
+
==== Phantasmal Procession ====
''You can change the appearance of your surroundings. You can cover a single house indoors or a city block outdoors.
+
Full-sense illusion of a stage and actors.
  
The change can be dramatic, but only changes the appearance of things that exists.  
+
Similar but larger than Persuasive Phantom.
The illusion affects all senses, but if pushed against it offers no physical resistance.
+
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.
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.
+
This is also precise enough to make forged documents.
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.
+
==== Phantom Thought ====
 +
Draw illusion from another's mind.
  
'''Shadow Surge:'''
+
Similar to Phantasmal Procession, but you give control over the illusion to a target's subconscious. You can give a general theme of the illusion, and the target will fill in the details. This frees you from having to concentrate on controlling the illusion, and it will always look  and act appropriately to the target's expectations.
''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.
+
A target with high self-confidence may be able to push the illusion to fit their agenda, but this actually makes it harder for an observer penetrate the illusion.
  
An escalation of Shadow Shot, this affects all enemies in a single location.
+
==== Private Phantasm ====
The effect is more powerful but less precise.
+
An illusion around a creature replaces all sensations.
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 ===
+
The target must be in your power for you to do this.
Erase your own image and that of allies.  
+
You encase the target in an illusion that controls every sensation the target perceives.
Illusion is good at hiding, but offers little aid to mobility.
+
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.
  
'''Invisibility:'''
 
''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.
 
  
This provides you cover to hide in places you ordinarily could not.
 
It otherwise works just like any other attempt to use Prowl to avoid notice.
 
Note that only you can use this ability, your friends and allies cannot unless you use Shared Self, below.
 
  
'''Image Exchange:'''
+
=== Tinker ===
''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.
+
Create illusory objects and structures.
  
Your friends and allies cannot use this unless you employ Shared Self, described later
+
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.
  
'''Shared Self:'''
+
Outcome determines duration:
''You can use Invisibility and Image Exchange on others. They still use their own Prowl action.
+
* '''Limited Outcome''' — lasts for immediate use.
 +
* '''Standard Outcome''' — lasts for the duration of a score.
 +
* '''Great Outcome''' — semi-permanent.
  
Allies still use their own actions, but unless they are illusionists themselves you must provide the illusions for them to use.
+
Objects larger than a human, highly complex constructions, or items whose apparent Quality exceeds your Tier require increased Outcome.
  
'''Illusive Excursion:'''
+
Position depends on how quiet your workspace is and how much time you have.
''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.
 
  
You can use other illusions to make the two places match.
+
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.
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.
 
  
=== Sway ===
+
==== Illusory Enhancement ====
You can convince others by showing them
+
Alter the appearance of an existing object.
  
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
You change the appearance of an object up to human size.
Sway creatures based on your power with persuasion and cajoling.
+
You do not change its actual size or mass, but you may radically alter its apparent form.
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.  
+
A stick may appear as a sword, a log as a mount, clothing as armor, or the reverse.
You need not select a specific type of creature in advance.
+
This is a full-sense illusion, affecting sight, sound, smell, and touch.
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:'''
+
The illusion may suggest abilities the object does not have or conceal features it does. 
''You can create convincing visual images up to the size of a human.
+
The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.
  
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.
+
==== Phantasmal Fabrication ====
These images transcend language barriers, but not cultural issues.  
+
Create illusory objects or render objects invisible.
  
'''Phantasmal Procession:'''
+
You can create illusory objects from nothing or make existing objects invisible. 
''You can create full-sense illusions to convince others, up to the size of a small house of progression of people.
+
Illusory objects can be manipulated as if real but cannot support weight.
  
You are creating illusions that fool people directly.
+
You may create larger objects, up to the size of a large carriage.
These illusions can be half a dozen people or things like a large carriage or small building.
+
Illusory effects may now extend outward — for example, missiles from an illusory weapon can produce illusory harm at range.
You can move the illusion about as long as you move all the components, something left behind will disappear.
 
  
'''Mirage Mansion:'''
+
An invisible weapon may grant an advantage initially, but use and impact tend to reveal it.
''You can create a large illusion, such as a small forest or the exterior of a large mansion.
 
  
Phantasmal Procession at a larger scale, the size of a ship, a large building, or a troop of people.
+
When used offensively:
 +
Illusory attacks cause pain and apparent wounds that fade at the end of the score. 
 +
Illusions cannot kill directly and cannot affect insensate entities lacking cognitive capacity. 
 +
Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory harm.
  
'''Private Phantasm:'''
+
==== Shadow Structure ====
''You create an illusion around a creature, replacing all normal sensation.
+
Create semi-real illusory objects usable by your Crew.
  
You encase the target in an illusion that controls every sensation the target perceives.
+
As Phantasmal Fabrication, but objects you create can be semi-real at your discretion.
The effect forms a sphere around the target.
+
They function as crude, unreliable versions of what they depict, and only for you and your allies.
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.
+
For example, you might create an illusory stone bridge that supports your Crew like a rickety wooden bridge, but offers no support to others.
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.
 
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 ===
+
Objects created this way can affect mindless things and physical objects. 
Use illusion to alter items of all kinds or create them out of nothing, giving the impression you can create amazing tools and weapons.
+
Tools and weapons function as basic, functional examples — usable, but crude and imperfect.
  
'''Illusory Enhancement:'''
+
==== Mass Mirage ====
''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.
+
Create illusory objects and structures on a massive scale.
  
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.
+
This expands Shadow Structure to mass production or monumental construction.
This is a full-sense illusion, including sight, sound, smell, and touch.
+
You may create large numbers of objects or enormous structures such as ships, buildings, towns, or small landscapes.
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.
+
Complex scenes or varied objects may require additional concentration or rolls to maintain, but do not increase stress beyond the initial use.
The effect determines how long it will last.
 
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.
 
  
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.
 
  
  
'''Phantasmal Fabrication:'''
+
=== Wreck ===
''You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.
+
Create illusions of destruction and collapse.
  
You are now free to work without any restriction of real objects.
+
Illusion does not wreck directly, as its effects are unreal until Shadowy Shatter.
People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight.
+
Illusion excels at causing apparent mayhem without lasting collateral damage.
You can make larger objects, up to the size of a large carriage.
+
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.
Objects that produce effects can now reach further, such as missiles from a missile battery reaching out and creating illusory smoke trails.
 
  
'''Shadow Structure:'''
+
Position depends on the situation. 
''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.
+
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'''.
  
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.
+
The Outcome required depends on the apparent scale of the destruction. 
Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact.
+
A '''Standard Outcome''' creates the illusion of a car-sized breach or collapse.
 +
A smaller breach still requires the same Outcome.
 +
Larger-scale destruction requires a '''Great Outcome'''.
  
'''Mass Mirage:'''
+
Repeated or excessive use strains credibility — an illusion of a rifle breaking ten times invites someone to test it and discover it still functions.
''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.
+
==== Faux Fracture ====
This is useful for equipping a large band or building something large out of nothing.
+
Create the illusion of damage to an object or creature.
  
=== Wreck ===
+
You create the appearance of destruction to objects or creatures you could plausibly destroy with a sledgehammer.
Cover things with illusions of destruction.
 
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.
 
  
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.
+
==== Phantom Fracture ====
The item is still there, but appears obviously broken.
+
Create the illusion of damage to a solid structure.
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:'''
+
This is Faux Fracture applied to stronger targets, such as walls, gates, or fortifications.
''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.
+
It functions as a Fine and Potent illusory sledgehammer when used against creatures.
  
Faux Fracture on multiple targets or on a single large target.
+
==== Shadowy Shatter ====
 +
Create semi-real illusory destruction.
  
'''Shadowy Shatter:'''
+
This functions as Phantom Fracture, but the damage becomes temporarily exploitable at your discretion. 
''Similar to Phantom Fracture, but the illusions is real for a short time, allowing creatures to walk trough faults you create.
+
You might create an illusory hole in a wall that you and your Crew can pass through, but which quickly fades.
  
A common use of this is to blow an illusory hole in a wall that is just real enough to allow passage.
+
As the illusion fades, so does your ability to exploit it.
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.
 
  
'''Apocalyptic Artistry:'''
+
==== Apocalyptic Artistry ====
''Similar to Phantom Fracture, but larger. You can create the illusion of a blasted landscape or cityscape.
+
Create city-scale illusions of devastation.
  
Rather straightforward, this just scales things up.
+
This expands Phantom Fracture to a massive scale, creating the appearance of widespread destruction across districts or entire cities.

Latest revision as of 17:24, 30 December 2025

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

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 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 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.

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

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

Illusion Power Effects Table

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 Dream Detection
Detect illusory creatures and powers.
Sever Spectre
Dismiss a specter or end an illusion power.
Summon Spectre
Call a specter from another plane.
Dream Domain
Gate to the realm of dreams or into a dream.
Command Menacing Mirage
Scary or awe-inducing images or sounds.
Message Mirage
Send an illusion of yourself to communicate.
Majestic Mirage
Full-sense scary or awe-inducing illusions.
Mirage Arcana
Vast scary illusions.
Consort Makeover Mirage
Illusory full-body mask.
Monster Mirage
Assume the appearance of any other creature.
Metamorphosis Mirage
Give a willing or helpless creature any appearance.
Mob Mirage
Change the appearance of large number creatures.
Finesse Vehicle Veil
Change the appearance of a mount or personal vehicle.
Mirage Melee
Create an illusion of a fine and potent melee weapon.
Phantom Path
Alter the appearance of a road, misleading travelers.
Phantom Passage
Create phantasmal steeds.
Hunt Shadow Seeker
Track any creature you have a good mental image of.
Shadow Shot
An illusory fine and potent ranged attack.
Shadow Shift
Change the appearance of your surroundings.
Shadow Surge
Illusory attack similar to a fine and potent grenade.
Prowl Invisibility
Become almost invisible.
Image Exchange
Teleport and leave an image behind.
Shared Self
Use Invisibility and Image Exchange on others.
Illusive Excursion:
Teleport crew to a similar-looking place.
Skirmish Illusory Armor
Block psychic damage.
Illusory Elite
Fine and potent illusory melee attack.
Illusory Obstacle
Negate scale.
Illusionary Onslaught
Fine and potent illusory attack against all.
Study Illusion Insight
Identify illusions.
Illusion Memory
A view from memory.
Illusory Echoes
A view from the past.
Panopticon
You see everything in a wide area.
Survey Detect Image
Sense illusions and invisible things.
Perceptive Image
Create an illusion, reality updates it.
Real Image
Let reality make an illusion.
Omnipresence
Create an illusion of a huge area, reality updates it.
Sway Persuasive Phantom
Convincing visual image up to the size of a human.
Phantasmal Procession
Full-sense illusion of a stage and actors.
Phantom Thought
Draw illusion from another's mind.
Private Phantasm
An illusion around a creature replaces all sensations.
Tinker Illusory Enhancement
Change the appearance of an object up to man size.
Phantasmal Fabrication
Make items invisible or create illusory items out of nothing.
Shadow Structure
Create semi-real things that only work for your crew.
Mass Mirage
Phantasmal Fabrication on a grand scale.
Wreck Faux Fracture
Illusion of damage to an object.
Phantom Fracture
Illusion of damage to a place.
Shadowy Shatter
Phantom Fracture, but semi-real.
Apocalyptic Artistry
City-sized Phantom Fracture.

Expanded Illusion Powers

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

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


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.

Dream Detection

Detect specters and Illusion powers.

You can see Illusion spirits and detect Illusion creatures 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.

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

Sever Spectre

Dismiss a specter or end an Illusion power.

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

Call a specter from another plane.

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.

Dream Domain

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 is exceptional: 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.


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

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

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 whatever nearby features they indicate or interact with.

Majestic Mirage

Create large, full-sense awe-inspiring illusions.

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

Create vast illusory scenes.

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.


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.

Makeover Mirage

Create an illusory 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.

Monster Mirage

Assume the appearance of another creature or object.

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

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.

Metamorphosis Mirage

Alter the appearance of a willing or helpless creature.

This is Monster Mirage applied to another creature. Duration depends on the Outcome: a Limited Outcome lasts for a scene, a Standard Outcome lasts for the duration of a score, and a Great Outcome lasts a long time and may become permanent, depending on the story.

Mob Mirage

Change the appearance of many creatures at once.

This is Monster Mirage applied to all creatures you can see. You may give each an individual appearance or render them as a faceless, uniform crowd.

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.


Finesse

Use Illusion for deceptive weapons, movement, and misdirection.

Vehicle Veil

Change the appearance of a mount or personal vehicle.

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

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

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

Mirage Melee

Create a Fine and Potent illusory melee weapon.

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

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

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

Phantom Path

Alter the appearance of roads and paths.

You make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.

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

Phantom Passage

Create phantasmal mounts or vehicles.

You create semi-illusory 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.


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 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 Fine and Potent ranged attack.

Illusory attacks cause pain and apparent wounds that fade at the end of the score. Illusions cannot kill directly; they can only cause lethal outcomes by provoking dangerous actions.

Illusory attacks cannot affect insensate things lacking cognitive capacity, including objects and creatures below a threshold of perception and imagination (such as bacteria).

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

Alter the apparent environment.

You can reshape the appearance of:

  • a building you are inside, or
  • roughly a city block or one hectare outdoors.

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 some opponents to pierce the illusion.

Shadow Surge

Illusory attack similar to a Fine and Potent grenade.

An escalation of Shadow Shot. 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 fading quickly once examined.


Prowl

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

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 Exchange

Teleport and leave an image behind.

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 attention and creating confusion.

Shared Self

Allow others to use Invisibility and Image Exchange.

You extend Invisibility and Image Exchange to your allies. Each participant rolls their own Prowl Action and suffers their own Consequences. This is often a Group Action.

Illusive Excursion

Teleport your Crew between similar-looking 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. Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.

You may use other illusions to make the locations match more closely.

This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.


Skirmish

Prosper in the chaos of battle through deception and misdirection.

Illusory Armor

Resist illusory harm.

You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous dreamscapes, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain. You 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.

Illusory Elite

Fine and Potent illusory melee 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.

Illusory Obstacle

Create illusory obstructions that negate Scale.

You conjure convincing hindrances — spectral allies, false barriers, shifting mazes, or concealing mist — that break up enemy formations. This negates the advantage of numbers without creating lasting terrain.

Illusionary Onslaught

Fine and Potent illusory attack against all enemies in the skirmish.

This is Illusory Elite applied across the entire engagement. You negate the advantage of numbers and spread your Effect across multiple opponents, inflicting normal Skirmish Harm against a Cohort Gang.


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.

Illusion Insight

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 Memory

A view from your memory.

You create 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.

Illusory Echoes

A view from the past.

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

Panopticon

You see everything in a wide area.

You see everything in a wide area. 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 the area (not just the illusions), like Illusory Echoes over this vast area.


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.

Detect Illusion

Detect illusions and invisible things.

You selectively sense illusions of a specified kind. This is a basic spotting power.

Perceptive Image

Create a live illusory image of a place.

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

The image only reflects what could be perceived from that location or perspective.

Real Image

Create a live illusory image of a creature.

As Perceptive Image, but focused on a known creature. The illusion follows the creature as it moves and shows what is nearby.

The image updates only with information that could reasonably be perceived nearby.

Omnipresence

Create a live illusory map of a vast area.

As Perceptive Image, but on a grand scale. You can represent several city blocks or a large terrain feature such as a forest, field, or hill, and shift the viewpoint to different angles or positions.


Sway

Convince others by showing them illusions.

Persuasive Phantom

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.

Phantasmal Procession

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 also precise enough to make forged documents.

Phantom Thought

Draw illusion from another's mind.

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

Private Phantasm

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.


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, 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.

Illusory Enhancement

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.

Phantasmal Fabrication

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 tend to reveal it.

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

Shadow Structure

Create semi-real illusory objects usable by your Crew.

As Phantasmal Fabrication, but objects you create can be semi-real at your discretion. They function as crude, unreliable versions of what they depict, and only for you and your allies.

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

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

Mass Mirage

Create illusory objects and structures on a massive scale.

This expands Shadow Structure to mass production or monumental construction. You may create large numbers of objects or enormous structures such as ships, buildings, towns, or small landscapes.

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


Wreck

Create illusions of destruction and collapse.

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

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

The Outcome required depends on the apparent scale of the destruction. A Standard Outcome creates the illusion of a car-sized breach or collapse. A smaller breach still requires the same Outcome. Larger-scale destruction requires a Great Outcome.

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

Faux Fracture

Create the illusion of damage to an object or creature.

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.

Phantom Fracture

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.

Shadowy Shatter

Create semi-real illusory destruction.

This functions as Phantom Fracture, but the damage becomes temporarily exploitable at your discretion. You might create an illusory hole in a wall that you and your Crew can pass through, but which quickly fades.

As the illusion fades, so does your ability to exploit it.

Apocalyptic Artistry

Create city-scale illusions of devastation.

This expands Phantom Fracture to a massive scale, creating the appearance of widespread destruction across districts or entire cities.