Difference between revisions of "Illusion Powers (FiD)"
(→Wreck) |
|||
(44 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{FiD}} | {{FiD}} | ||
{{FiD-Powers}} | {{FiD-Powers}} | ||
− | |||
− | |||
− | |||
− | + | Illusion is the art of perception and deception. It is concerned with perception, not substance. | |
+ | Illusion powers are most often used to deceive, but they can be used to educate and to discern new things. | ||
+ | It can create some sounds, scents, sense of touch, and other sensory phenomena, but the main focus of Illusion is on vision. | ||
+ | Illusionists whose primary sense is not sight would instead focus on illusions to their primary sense, but this is not covered by these rules. | ||
− | + | Illusions create images of creatures and objects that are objectively real in the sense that 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 be made to shut off, but if the sensor is overridden, the lift would work normally despite the illusory overload. | |
− | This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. | + | |
− | + | Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. | |
+ | You should describe each illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. | ||
+ | Illusory attacks cannot affect insensate things that lack cognitive abilities. | ||
+ | This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and ordinary plants. | ||
+ | Observers will perceive that objects and primitive creatures to take damage, but this apparent damage fades over time. | ||
− | 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. | + | Illusion creatures are called specters. |
− | There are specters that believe themselves to be all sorts of things, people, | + | 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. |
− | Spectres that are aware they are illusion spirits are less specialized, not as good at what they do, but they can | + | There are specters that believe themselves to be all sorts of things, people, animals, items, even terrain features, but finding the right specter may require a flashback or even a log-term project for unusual ones. |
+ | Spectres that are aware they are illusion spirits are less specialized, not as good at what they do, but they can portray many different things. | ||
− | The plane of dreams | + | The plane of Illusion is a plane of dreams, very ephemeral and subjective. It can change in moments and is shaped by dreamers world-wide. |
Creatures with powerful imaginations create their own dream-realms which persist even when they are not asleep. | 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. | Such realms can be studied for information and manipulated to change the mind of their creator, but this is difficult and dangerous. | ||
Line 22: | Line 27: | ||
== Illusion Power Effects Table == | == Illusion Power Effects Table == | ||
{| class="wikitable" | {| class="wikitable" | ||
− | | | + | |valign=bottom | '''Action''' |
− | |align="center" | '''Basic''' | + | |align="center" valign=bottom | '''Basic''' |
− | |align="center" | '''Advanced''' | + | |align="center" valign=bottom | '''Advanced''' |
− | |align="center" | '''Master''' | + | |align="center" valign=bottom | '''Master''' |
− | |align="center" | '''Apex''' | + | |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''' | ||
Line 32: | Line 49: | ||
|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 | + | |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''' | ||
Line 41: | Line 58: | ||
|- | |- | ||
|align="left" valign="top" | '''Consort''' | |align="left" valign="top" | '''Consort''' | ||
− | |valign="top"| '''Makeover Mirage''' <br> | + | |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. | ||
Line 47: | Line 64: | ||
|- | |- | ||
|align="left" valign="top" | '''Finesse''' | |align="left" valign="top" | '''Finesse''' | ||
− | |valign="top"| '''Vehicle Veil''' | + | |valign="top"| '''Vehicle Veil''' <br> Change the appearance of a mount or personal vehicle. |
− | |valign="top"| '''Mirage Melee''' | + | |valign="top"| '''Mirage Melee''' <br> Create an illusion of a fine and potent melee weapon. |
− | |valign="top"| '''Phantom Path''' | + | |valign="top"| '''Phantom Path''' <br> Alter the appearance of a road, misleading travelers. |
− | |valign="top"| ''' | + | |valign="top"| '''Phantom Passage''' <br> Create phantasmal steeds. |
|- | |- | ||
|align="left" valign="top" | '''Hunt''' | |align="left" valign="top" | '''Hunt''' | ||
Line 73: | Line 90: | ||
|valign="top"| '''Identify Illusion''' <br> Identify illusions. | |valign="top"| '''Identify Illusion''' <br> Identify illusions. | ||
|valign="top"| '''Illusion Insight''' <br> Learn the powers and abilities of an illusion. | |valign="top"| '''Illusion Insight''' <br> Learn the powers and abilities of an illusion. | ||
− | |valign="top"| '''Illusory Echoes''' <br> | + | |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. | ||
|- | |- | ||
Line 103: | Line 120: | ||
== Expanded Illusion Powers == | == Expanded Illusion Powers == | ||
A recuring problem with illusion is that you need to conceal that they appear out of nowhere. | A recuring problem with illusion is that you need to conceal that they appear out of nowhere. | ||
− | This makes illusions more effective when you have some time to prepare, but having your illusion appear behind a corner can be effective enough. | + | This makes illusions more effective when you have some time to prepare, but having your illusion appear behind a corner can be effective enough, or you can pretend to create something real using other Forms you may or ay not have. |
=== Attune === | === Attune === | ||
Harness the power to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence. | Harness the power to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence. | ||
− | The consequences usually depend on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed | + | The consequences usually depend on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed making the situation controlled. Attune Illusion consequence might be that the target loses control of itself, or that other creatures appear to intervene. |
'''Dream Detection''' | '''Dream Detection''' | ||
Detect illusory creatures and powers. | Detect illusory creatures and powers. | ||
− | You can detect illusory creatures and powers. | + | You can see Illusion spirits and detect illusory creatures and powers. |
This is usually done to spot an illusion or a summoned creature so that it can be dispelled or dismissed. | This is usually done to spot an illusion or a summoned creature so that it can be dispelled or dismissed. | ||
− | This can spoil illusions, but you must actively use | + | This can spoil illusions, but you must actively use it to spot illusions, and you still perceive them even when you know they are not real. |
− | Limited outcome suffices against a creature you can clearly see. You need greater outcome | + | Limited outcome suffices against a creature you can clearly see. You need greater outcome against a creature that is hidden (standard outcome) or behind a solid wall (great outcome). |
'''Sever Spectre''' | '''Sever Spectre''' | ||
Line 124: | Line 141: | ||
Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome. | Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome. | ||
− | + | You can also use this to force an Illusion Spirit (a specter) to materialize or revert to their true appearance. | |
− | You can dispel any Illusion power or a power that affects a specter. | + | Forcing an Illusion spirit to materialize is easy, but limited in range; if the creature can get away from you it will disappear. |
+ | Limited effect only works on spirits within reach. | ||
+ | Standard effect can reach out to any target in an area based on your tier (p 220). | ||
+ | Great effect reaches out to a range covered by tier (p 220). | ||
+ | |||
+ | You can dispel any Illusion power or a power that changes appearance or affects a specter or illusion. | ||
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. | Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. | ||
This improves the position of the supported action. | This improves the position of the supported action. | ||
Line 132: | Line 154: | ||
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. | When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. | ||
Against an opponent in a firefight that hides behind an illusory wall you may have a better effect. | Against an opponent in a firefight that hides behind an illusory wall you may have a better effect. | ||
+ | For specters obsessed with an identity being revealed like this is extremely scary. | ||
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation. | When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation. | ||
Line 137: | Line 160: | ||
'''Summon Spectre''' | '''Summon Spectre''' | ||
Call a specter from another plane. | Call a specter from another plane. | ||
− | |||
− | |||
Illusory summons are called specters. | Illusory summons are called specters. | ||
− | + | Spectres are Expert Cohorts (page 96) [[Spirit_(FiD)|Spirits]] with Illusion powers. | |
− | + | They are immaterial representations of what they depict. | |
− | + | Summoning a specific specter requires knowing its unique identity — called a true name in mystical traditions. | |
− | + | For a technomancer, this might be a type ID, blueprint, or hologram. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | + | Specters come in two types: Emulators and Tricksters. |
− | + | * '''Emulator specters''' are convinced they are in fact something else. This can be anything — a tree, a policeman, a hole in the ground. They use illusion to manifest as what they believe themselves to be, and will go to any length to maintain this role. | |
− | |||
− | |||
− | |||
− | + | * '''Trickster specters''' are motivated to cause confusion and push their agenda, which can be quite strange. One specter might love processions, another loves races, a third loves when people use toilets, and all are enthusiastic about using illusions to realize their very personal agenda. | |
− | |||
− | |||
'''Dream Domain''' | '''Dream Domain''' | ||
− | Gate to the realm of dreams or | + | Gate to the realm of dreams or into a dream. |
Illusions are linked to the Land of Dreams, where Illusion is dominant. | Illusions are linked to the Land of Dreams, where Illusion is dominant. | ||
− | + | This is a land of fleeting dreams and illusions, as outlined in the [[#top|Introduction]]. | |
+ | Dream Domain is an entirely mental power, your body remains in a deep sleep while your spirit travels into dream. | ||
+ | Time in the dreamworld is subjective, a night's sleep can seem like a few very intense minutes or months of subjective dream-time passing in a scene change. | ||
− | Illusion gates offer another option; to | + | {{ : Gate Shared Rules (FiD) }} |
+ | |||
+ | Illusion gates offer another option; to enter a creature's dreams, a personal dreamscape formed by a target. | ||
+ | To do so you need a supernatural link or for the target to be present. | ||
This will lead to encounters with that creature's fears and fantasies, and can potentially retrieve lost memories, cure mental ailments, or change the target's personality in radical ways. | This will lead to encounters with that creature's fears and fantasies, and can potentially retrieve lost memories, cure mental ailments, or change the target's personality in radical ways. | ||
− | |||
− | |||
− | |||
− | |||
=== Command === | === Command === | ||
Illusions don't control creatures tied to the power; instead, they create illusions that can influence anyone. They are not as direct as issuing commands, you have to craft illusions to provoke the desired reaction. | 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. | ||
+ | The key principle is "show, not tell", the image can move and make sounds but is not good at speaking, tough it can manage a few emphatic words. | ||
'''Menacing Mirage''' | '''Menacing Mirage''' | ||
Scary or awe-inducing images or sounds. | Scary or awe-inducing images or sounds. | ||
− | You create an image of a threatening creature or situation. The image can be | + | You create an image and sound of a threatening creature or situation, roughly human-sized or up to a cubic meter in volume. |
− | + | The image can be moved and interact with creatures, but it lacks even the illusion of physical solidity. | |
+ | This can be a standalone visual or auditory illusion or a modification of an existing object’s appearance. | ||
+ | The illusion should provide enough leverage to use Command for intimidation, without actual violence or revealing your involvement. | ||
'''Majestic Mirage''' | '''Majestic Mirage''' | ||
Full-sense scary or awe-inducing illusions. | Full-sense scary or awe-inducing illusions. | ||
− | This is a full-sense illusion the size of a small house. It can be a group of about a dozen 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. | + | This is a full-sense illusion the size of a small house. It can be a group of about a dozen 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. It is more efficient to have the illusion act out its message. |
'''Message Mirage''' | '''Message Mirage''' | ||
Line 202: | Line 207: | ||
This creates an illusion of you that appears near a creature you have a clear mental image of. | This creates an illusion of you that appears near a creature you have a clear mental image of. | ||
− | Your image | + | Your image will follow them around, and your perception is focused on your target and nearby things the target points out. |
'''Mirage Arcana''' | '''Mirage Arcana''' | ||
Vast scary illusions. | Vast scary illusions. | ||
− | This is the same as Majestic Mirage, on a | + | This is the same as Majestic Mirage, but on a grand scale. |
− | + | You can create a small army or illusory terrain like a forest or even a mountain. | |
− | A complex scene requires more concentration to maintain and | + | It is easy to create simple scenes that don't involve people interacting with each other. |
+ | A complex scene requires more concentration to maintain and this might require additional rolls, but such rolls won't cause stress like the initial use does. | ||
=== Consort === | === Consort === | ||
Line 215: | Line 221: | ||
'''Makeover Mirage''' | '''Makeover Mirage''' | ||
− | + | Illusory full-body mask. | |
Add any illusory clothes and accessories to your outfit. | Add any illusory clothes and accessories to your outfit. | ||
− | You do not change your | + | You do not change your shape, you accessorize and change details such as hair, skin color, and details like face and voice. |
This can mask your identity or create fabulous outfits. | This can mask your identity or create fabulous outfits. | ||
− | You can | + | You cannot change your gender or size, but illusory clothes and accessories can act as a disguise. |
'''Monster Mirage''' | '''Monster Mirage''' | ||
Assume the appearance of any other creature. | Assume the appearance of any other creature. | ||
− | You can change into the appearance of any creature. This can help your interactions with people, tough extreme size changes are impractical, making yourself tiny will not let you pass through small spaces and people may run into parts of you they cannot see. Making yourself huge | + | You can change into the appearance of any creature or object. This can help your interactions with people, tough extreme size changes are impractical, making yourself look tiny will not let you pass through small spaces and people may run into parts of you they cannot see. Making yourself huge requires that you use other powers to physically interact with anything. |
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. | 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. | ||
Line 232: | Line 238: | ||
This is Monster Mirage applied to others. | This is Monster Mirage applied to others. | ||
− | The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story | + | The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. |
− | |||
− | |||
'''Mob Mirage''' | '''Mob Mirage''' | ||
− | Change the appearance of large number creatures | + | Change the appearance of large number creatures. |
− | 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 | + | This is Monster Mirage applied to all the creatures you can see. |
+ | You can give each an individual appearance or create a faceless mob | ||
+ | By changing the appearance of many creatures at once, you can confuse people about who is who. This can cause chaos on the street, in a court, or on a battlefield. People will not automatically realize their own appearance has changed, causing further confusion. | ||
=== Finesse === | === Finesse === | ||
Line 249: | Line 255: | ||
You can change the appearance and to a lesser extent sound of your ride in any fashion you wish. | You can change the appearance and to a lesser extent sound of your ride in any fashion you wish. | ||
The illusion covers the vehicle and any tracks as long as you maintain the effect. | The illusion covers the vehicle and any tracks as long as you maintain the effect. | ||
− | + | Covering a large ride like a yacht, bus, or dragon requires great outcome. | |
− | Covering a large ride like a yacht, bus, or dragon | + | |
− | + | You can alter your entire crew's ride as an advanced power. | |
'''Mirage Melee''' | '''Mirage Melee''' | ||
Create an illusion of a fine and potent melee weapon. | Create an illusion of a fine and potent melee weapon. | ||
− | + | Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. | |
+ | Illusory attacks cannot affect insensate things that lack cognitive abilities. | ||
+ | This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. | ||
+ | You should describe the illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. | ||
+ | In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less. | ||
'''Phantom Path''' | '''Phantom Path''' | ||
Line 263: | Line 273: | ||
You can make roads and paths seem to disappear or lead into poor terrain and create the appearance of roads when there are in fact none. If others can see you riding on a road you concealed this will lead pursuers to doubt the illusion, and locals who know the terrain are hard to fool. | You can make roads and paths seem to disappear or lead into poor terrain and create the appearance of roads when there are in fact none. If others can see you riding on a road you concealed this will lead pursuers to doubt the illusion, and locals who know the terrain are hard to fool. | ||
− | ''' | + | '''Phantom Passage''' |
− | Create | + | Create phantasmal steeds. |
− | + | You create phantasmal steeds or vehicles for you and your crew. | |
+ | These perform as ordinary vehicles of their kind, but appear as misty shadows, make no noise, and leave no trail. | ||
=== Hunt === | === Hunt === | ||
Line 272: | Line 283: | ||
Track anything you have a good mental image of. | Track anything you have a good mental image of. | ||
− | You follow the memory something creates as it moves | + | You follow the memory on the image something creates as it moves. |
− | |||
These tracks also don't last long, and get confusing when many similar things are in the area. | These tracks also don't last long, and get confusing when many similar things are in the area. | ||
Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush. | Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush. | ||
Line 280: | Line 290: | ||
An illusory fine and potent ranged attack. | An illusory fine and potent ranged attack. | ||
− | + | Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. | |
+ | Illusory attacks cannot affect insensate things that lack cognitive abilities. | ||
+ | This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. | ||
+ | You should describe the illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. | ||
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat. Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower. | 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. | ||
Line 286: | Line 299: | ||
Change the appearance of your surroundings. | Change the appearance of your surroundings. | ||
− | + | You can cover a single house indoors or a city block or about an acre outdoors. | |
− | + | The change can be dramatic, but only changes the appearance of things that exists, it cannot create new things or make things invisible. | |
− | 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. | The illusion affects all senses, but if pushed against it offers no physical resistance. | ||
− | You can create environmental effects like mist, rain, smoke, and the heat and | + | You can create environmental effects like mist, rain, smoke, and the heat and scents like that of a bog or fire. |
Example are to make rocks and trees look like statues or make a fence appear as a strong wall. | Example are to make rocks and trees look like statues or make a fence appear as a strong wall. | ||
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. | 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 | + | Consequences commonly distract you and your allies or allow a few opponents to pierce the illusion. |
'''Shadow Surge''' | '''Shadow Surge''' | ||
Line 310: | Line 321: | ||
Become almost invisible, you can use Prowl to sneak just about anywhere. | Become almost invisible, you can use Prowl to sneak just about anywhere. | ||
− | This is a very good stealth power, but not perfect, the air wavers just a bit and you glow very faintly in the dark. Sounds, strong light, and perfect darkness are your enemies. | + | This is a very good stealth power, but not perfect, the air wavers just a bit and you glow very faintly in the dark. Sounds you make, strong light, and perfect darkness are your enemies. |
'''Image Exchange''' | '''Image Exchange''' | ||
Line 316: | Line 327: | ||
Create an illusion of yourself at a spot you can see within the range of a long-range weapon. | Create an illusion of yourself at a spot you can see within the range of a long-range weapon. | ||
− | + | You then exchange position with this image, which tries to run away on its own, distracting enemies. | |
− | You then exchange position with this image. | ||
'''Shared Self''' | '''Shared Self''' | ||
− | + | Allow others to use Invisibility and Image Exchange. | |
− | Allies | + | Allies use their own Prowl action. |
'''Illusive Excursion''' | '''Illusive Excursion''' | ||
Teleport crew to a similar-looking place. | Teleport crew to a similar-looking place. | ||
− | Teleport between two places that look so similar causal observation cannot tell them apart. | + | Teleport between two places that look so similar that causal observation cannot tell them apart. |
You can use other illusions to make the two places match. | You can use other illusions to make the two places match. | ||
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location. | This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location. | ||
Line 336: | Line 346: | ||
Block psychic damage. | Block psychic damage. | ||
− | Absorb | + | Absorb damage from illusions. |
− | This allows you to ignore most harm from a | + | This allows you to ignore most harm from a dangerous dream and illusory environment, such as a dreamscape or toxic fumes or illusory lava. |
− | + | {{ : Damage Resistance Template (FiD)}} | |
− | |||
'''Illusory Elite''' | '''Illusory Elite''' | ||
Fine and potent illusory melee attack. | Fine and potent illusory melee attack. | ||
− | + | Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. | |
+ | Illusory attacks cannot affect insensate things that lack cognitive abilities. | ||
+ | This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants. | ||
+ | You should describe an illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. | ||
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception. | Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception. | ||
Line 350: | Line 362: | ||
Negate scale. | Negate scale. | ||
− | This creates an illusory hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny the advantage of | + | This creates an illusory hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny opponents the advantage of scale. |
'''Illusionary Onslaught''' | '''Illusionary Onslaught''' | ||
Fine and potent illusory attack against all. | Fine and potent illusory attack against all. | ||
− | + | Illusory Elite on a larger scale. | |
− | Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish. | + | Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish. |
=== Study === | === Study === | ||
− | Study and analyze illusions to gain insight and knowledge. The outcome required depends on range | + | 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 spoil illusions, but you have to actively use them to | + | These powers can spoil illusions, but you have to actively use them to do so. |
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details. | Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details. | ||
Line 369: | Line 384: | ||
This gives the name of the ability used and very basic information in narrative terms, but not details or actual rules. | This gives the name of the ability used and very basic information in narrative terms, but not details or actual rules. | ||
+ | You learn that what you see is an illusion and what it is supposed to depict, but not what was originally there. | ||
'''Illusion Insight''' | '''Illusion Insight''' | ||
Learn the powers and abilities of an illusion. | Learn the powers and abilities of an illusion. | ||
− | Learn of any powers or special abilities the illusion has. This includes actual rules and game effects. | + | 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 Echoes''' | '''Illusory Echoes''' | ||
− | + | A view from the past. | |
− | See | + | See a past view of an place, image, illusionist, or specter. |
− | + | This is much like playing a film backwards, but you can skip sections that do not interest you. | |
'''Panopticon''' | '''Panopticon''' | ||
Line 385: | Line 401: | ||
You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do. | 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. | 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. | You can then play back what you see in the area (not just the illusions), like Illusory Echoes. | ||
=== Survey === | === Survey === | ||
− | Perceive and locate illusions. The outcome you need depends on the target's concealment. Limited | + | Perceive and locate illusions. |
+ | The outcome you need depends on the target's concealment. | ||
+ | * Limited outcome finds those hiding behind cover and in far places you can only barely see. | ||
+ | * Standard outcome can look behind walls and into hard cover. | ||
+ | * Great outcome can look into far-away places and spots you had no idea existed. | ||
'''Detect Illusion''' | '''Detect Illusion''' | ||
Line 400: | Line 419: | ||
Create an illusion, reality updates it. | Create an illusion, reality updates it. | ||
− | Make a small | + | Make a small illusory image of a known location. |
− | + | The image is updated in real time as long as you concentrate on maintaining it. | |
− | |||
'''Real Image''' | '''Real Image''' | ||
Let reality make an illusion. | Let reality make an illusion. | ||
− | As | + | As Perceptive Image, but focused on a known creature rather than a location, following that creature around as it moves. |
'''Omnipresence''' | '''Omnipresence''' | ||
Create an illusion of a huge area, reality updates it. | Create an illusion of a huge area, reality updates it. | ||
− | + | As Perceptive Image but on a grand scale; you can represent several city blocks or a large terrain feature such as a wood, field, or hill and shift the view to see from a certain angle or location. | |
=== Sway === | === Sway === | ||
Line 422: | Line 440: | ||
Create a full-sense image of something of human size or smaller. | Create a full-sense image of something of human size or smaller. | ||
This can be a creature that tries to convince observers, or something like a signpost. | This can be a creature that tries to convince observers, or something like a signpost. | ||
− | The image appears real to all senses, but if | + | The image appears real to all senses, but if pushed hard it is revealed to be immaterial. |
'''Phantasmal Procession''' | '''Phantasmal Procession''' | ||
Line 428: | Line 446: | ||
Similar but larger than Persuasive Phantom. | Similar but larger than Persuasive Phantom. | ||
− | An illusion of a dozen people or things like a large carriage or street scene. You can move the illusion as long as you move all the components, something left behind will soon disappear. This allows you to make an illusion of a group of monsters or | + | An illusion of a few dozen people or things like a large carriage or street scene. You can move the illusion as long as you move all the components, something left behind will soon disappear. This allows you to make an illusion of a group of monsters or people that move about, but their tracks and any items left behind will soon disappear as they move out of an area. |
+ | This is also precise enough to make forged documents. | ||
'''Phantom Thought''' | '''Phantom Thought''' | ||
Draw illusion from another's mind. | 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 act appropriately to the target's expectations. | + | 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 | + | 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''' | '''Private Phantasm''' | ||
An illusion around a creature replaces all sensations. | An illusion around a creature replaces all sensations. | ||
+ | The target must be in your power for you to do this. | ||
You encase the target in an illusion that controls every sensation the target perceives. | You encase the target in an illusion that controls every sensation the target perceives. | ||
− | |||
This places the target in an illusory world entirely of your creation. | 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. You can take detailed control at any time when you touch the target | + | 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 === | === Tinker === | ||
− | Use illusion to alter items of all kinds or create | + | Use illusion to alter items of all kinds or create illusory items out of nothing, giving the impression you can create amazing things. |
Position depends on how quiet your workplace is and how much time you have to work with. The outcome determines how long it will last. Most illusory tinkering will only be good for a single scene, but if your outcome surpasses that required for the outcome you want, you can stretch the outcome until the end of the score. Long-term projects can create permanent illusory objects. | Position depends on how quiet your workplace is and how much time you have to work with. The outcome determines how long it will last. Most illusory tinkering will only be good for a single scene, but if your outcome surpasses that required for the outcome you want, you can stretch the outcome until the end of the score. Long-term projects can create permanent illusory objects. | ||
Line 455: | Line 475: | ||
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. | 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. | ||
− | 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 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 | + | 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 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 don't work at range. If used, the items function normally, the illusion has no effect on effectiveness, but an illusory item can cause illusory harm in melee. |
+ | |||
+ | When used against creatures, | ||
+ | Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. | ||
+ | Illusory attacks cannot affect insensate things that lack cognitive abilities. | ||
+ | This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. | ||
+ | You should describe the illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. | ||
'''Phantasmal Fabrication''' | '''Phantasmal Fabrication''' | ||
Make items invisible or create illusory items out of nothing. | Make items invisible or create illusory items out of nothing. | ||
− | You can make more extensive appearance changes | + | You can make more extensive appearance changes, making objects invisible or creating illusory items out of nothing. |
− | + | People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight. You can make larger objects, up to the size of a large carriage. Objects that produce effects can now reach further, such as missiles from a missile weapon reaching out to create illusory damage at range. | |
A weapon made invisible might grant an advantage at the start of a fight but battering will soon make it visible. | A weapon made invisible might grant an advantage at the start of a fight but battering will soon make it visible. | ||
Line 467: | Line 493: | ||
Create semi-real things that only work for your crew. | Create semi-real things that only work for your crew. | ||
− | 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 | + | As Phantasmal Fabrication, except that things you create can be semi-real, able to do what a poor example of such a thing usually does, but only when you will it to do so. For example you can create an illusory stone bridge that supports you and allies as a rickety wooden bridge would, but doesn't support others at all. Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact but unlike other illusory attacks, these can affect mindless things like objects. |
'''Mass Mirage''' | '''Mass Mirage''' | ||
Phantasmal Fabrication on a grand scale. | Phantasmal Fabrication on a grand scale. | ||
− | This is similar to | + | This is similar to Shadow Structure, but you mass produce objects, even a set of different objects. You can also make something huge, such as a ship, building, or small landscape. |
=== Wreck === | === Wreck === | ||
− | Cover things with illusions of destruction. Illusion is one of the weaker wrecking powers since its unreal until Shadowy Shatter, | + | Cover things with illusions of destruction. Illusion is one of the weaker wrecking powers since its unreal until Shadowy Shatter, you can make things look broken to deny them to the enemy but its hard to get much use of the destruction yourself. |
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. | 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. | ||
The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome. | The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome. | ||
− | The item is still there, but appears obviously broken. Its hard to make multiple such | + | The item is still there, but appears obviously broken. Its hard to make multiple such outcomes credible, if you make an illusion of a rifle breaking ten times someone is bound try to use their "broken" rifle and find it works. |
− | |||
'''Faux Fracture''' | '''Faux Fracture''' | ||
Illusion of damage to an object. | Illusion of damage to an object. | ||
− | This is illusory destruction of fragile things that you could destroy with a sledgehammer | + | This is the illusory destruction of fragile things that you could destroy with a sledgehammer. |
− | + | This applies to both people and objects. | |
+ | Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. | ||
+ | Illusions can only kill by provoking actions with lethal consequences. | ||
+ | Unlike other illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive abilities. | ||
+ | You should describe an illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. | ||
'''Phantom Fracture''' | '''Phantom Fracture''' | ||
Line 493: | Line 522: | ||
Faux Fracture on something strong, like a strong wall. | Faux Fracture on something strong, like a strong wall. | ||
+ | Can make a fine and potent illusory attack. | ||
'''Shadowy Shatter''' | '''Shadowy Shatter''' | ||
Phantom Fracture, but semi-real. | Phantom Fracture, but semi-real. | ||
− | Phantom Fracture, except that the damage you do is semi-real, | + | Phantom Fracture, except that the damage you do is semi-real, able to be exploited, but only when you will it to be so. |
+ | For example you can create an illusory hole in a wall you and your crew can use, but which doesn't let others pass. | ||
+ | As the illusion fades over time, so does your ability to exploit it. | ||
'''Apocalyptic Artistry''' | '''Apocalyptic Artistry''' |
Latest revision as of 11:07, 11 July 2025
![]() |
Starfox's Blades in the Dark fan page |
![]() |
Illusion is the art of perception and deception. It is concerned with perception, not substance.
Illusion powers are most often used to deceive, but they can be used to educate and to discern new things.
It can create some sounds, scents, sense of touch, and other sensory phenomena, but the main focus of Illusion is on vision.
Illusionists whose primary sense is not sight would instead focus on illusions to their primary sense, but this is not covered by these rules.
Illusions create images of creatures and objects that are objectively real in the sense that 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 be made to shut off, but if the sensor is overridden, the lift would work normally despite the illusory overload.
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. You should describe each illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and ordinary plants. Observers will perceive that objects and primitive creatures to take damage, but this apparent damage fades over time.
Illusion creatures are called specters. They are very good actors and believe themselves to really be what they portray, allowing their illusions to respond to events without the user's intervention. There are specters that believe themselves to be all sorts of things, people, animals, items, even terrain features, but finding the right specter may require a flashback or even a log-term project for unusual ones. Spectres that are aware they are illusion spirits are less specialized, not as good at what they do, but they can portray many different things.
The plane of Illusion is a plane of dreams, very ephemeral and subjective. It can change in moments and is shaped by dreamers world-wide. Creatures with powerful imaginations create their own dream-realms which persist even when they are not asleep. Such realms can be studied for information and manipulated to change the mind of their creator, but this is difficult and dangerous.
Illusion Power Effects Table
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. |
Majestic Mirage Full-sense scary or awe-inducing illusions. |
Message Mirage Send an illusion of yourself to communicate. |
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 | Identify Illusion Identify illusions. |
Illusion Insight Learn the powers and abilities of an illusion. |
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 recuring problem with illusion is that you need to conceal that they appear out of nowhere. This makes illusions more effective when you have some time to prepare, but having your illusion appear behind a corner can be effective enough, or you can pretend to create something real using other Forms you may or ay not have.
Attune
Harness the power to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
The consequences usually depend on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed making the situation controlled. Attune Illusion consequence might be that the target loses control of itself, or that other creatures appear to intervene.
Dream Detection Detect illusory creatures and powers.
You can see Illusion spirits and detect illusory creatures and powers. This is usually done to spot an illusion or a summoned creature so that it can be dispelled or dismissed. This can spoil illusions, but you must actively use it to spot illusions, and you still perceive them even when you know they are not real.
Limited outcome suffices against a creature you can clearly see. You need greater outcome against a creature that is hidden (standard outcome) or behind a solid wall (great outcome).
Sever Spectre Dismiss a specter or end an illusion power.
Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.
You can also use this to force an Illusion Spirit (a specter) to materialize or revert to their true appearance. Forcing an Illusion spirit to materialize is easy, but limited in range; if the creature can get away from you it will disappear. Limited effect only works on spirits within reach. Standard effect can reach out to any target in an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).
You can dispel any Illusion power or a power that changes appearance or affects a specter or illusion. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
It can also be used to break the continuing effects of powers. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent in a firefight that hides behind an illusory wall you may have a better effect. For specters obsessed with an identity being revealed like this is extremely scary.
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Summon Spectre Call a specter from another plane.
Illusory summons are called specters. Spectres are Expert Cohorts (page 96) Spirits with Illusion powers. They are immaterial representations of what they depict. Summoning a specific specter requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or hologram. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
Specters come in two types: Emulators and Tricksters.
- Emulator specters are convinced they are in fact something else. This can be anything — a tree, a policeman, a hole in the ground. They use illusion to manifest as what they believe themselves to be, and will go to any length to maintain this role.
- Trickster specters are motivated to cause confusion and push their agenda, which can be quite strange. One specter might love processions, another loves races, a third loves when people use toilets, and all are enthusiastic about using illusions to realize their very personal agenda.
Dream Domain Gate to the realm of dreams or into a dream.
Illusions are linked to the Land of Dreams, where Illusion is dominant. This is a land of fleeting dreams and illusions, as outlined in the Introduction. Dream Domain is an entirely mental power, your body remains in a deep sleep while your spirit travels into dream. Time in the dreamworld is subjective, a night's sleep can seem like a few very intense minutes or months of subjective dream-time passing in a scene change.
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 offer another option; to enter a creature's dreams, a personal dreamscape formed by a target. To do so you need a supernatural link or for the target to be present. This will lead to encounters with that creature's fears and fantasies, and can potentially retrieve lost memories, cure mental ailments, or change the target's personality in radical ways.
Command
Illusions don't control creatures tied to the power; instead, they create illusions that can influence anyone. They are not as direct as issuing commands, you have to craft illusions to provoke the desired reaction. The key principle is "show, not tell", the image can move and make sounds but is not good at speaking, tough it can manage a few emphatic words.
Menacing Mirage Scary or awe-inducing images or sounds.
You create an image and sound of a threatening creature or situation, roughly human-sized or up to a cubic meter in volume. The image can be moved and interact with creatures, but it lacks even the illusion of physical solidity. This can be a standalone visual or auditory illusion or a modification of an existing object’s appearance. The illusion should provide enough leverage to use Command for intimidation, without actual violence or revealing your involvement.
Majestic Mirage Full-sense scary or awe-inducing illusions.
This is a full-sense illusion the size of a small house. It can be a group of about a dozen 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. It is more efficient to have the illusion act out its message.
Message Mirage Send an illusion of yourself to communicate.
This creates an illusion of you that appears near a creature you have a clear mental image of. Your image will follow them around, and your perception is focused on your target and nearby things the target points out.
Mirage Arcana Vast scary illusions.
This is the same as Majestic Mirage, but on a grand scale. You can create a small army or illusory terrain like a forest or even a mountain. It is easy to create simple scenes that don't involve people interacting with each other. A complex scene requires more concentration to maintain and this might require additional rolls, but such rolls won't cause stress like the initial use does.
Consort
You change the appearance of creatures, first yourself, then others, and finally a crowd.
Makeover Mirage Illusory full-body mask.
Add any illusory clothes and accessories to your outfit. You do not change your shape, you accessorize and change details such as hair, skin color, and details like face and voice. This can mask your identity or create fabulous outfits. You cannot change your gender or size, but illusory clothes and accessories can act as a disguise.
Monster Mirage Assume the appearance of any other creature.
You can change into the appearance of any creature or object. This can help your interactions with people, tough extreme size changes are impractical, making yourself look tiny will not let you pass through small spaces and people may run into parts of you they cannot see. Making yourself huge requires that you use other powers to physically interact with anything. 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.
Metamorphosis Mirage Give a willing or helpless creature any appearance.
This is Monster Mirage applied to others. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story.
Mob Mirage Change the appearance of large number creatures.
This is Monster Mirage applied to all the creatures you can see. You can give each an individual appearance or create a faceless mob By changing the appearance of many creatures at once, you can confuse people about who is who. This can cause chaos on the street, in a court, or on a battlefield. People will not automatically realize their own appearance has changed, causing further confusion.
Finesse
Illusory weapons and rides.
Vehicle Veil Change the appearance of a mount or personal vehicle.
You can change the appearance and to a lesser extent sound of your ride in any fashion you wish. The illusion covers the vehicle and any tracks as long as you maintain the effect. Covering a large ride like a yacht, bus, or dragon requires great outcome.
You can alter your entire crew's ride as an advanced power.
Mirage Melee Create an illusion of a fine and potent melee weapon.
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. You should describe the illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
Phantom Path Alter the appearance of a road, misleading travelers.
You can make roads and paths seem to disappear or lead into poor terrain and create the appearance of roads when there are in fact none. If others can see you riding on a road you concealed this will lead pursuers to doubt the illusion, and locals who know the terrain are hard to fool.
Phantom Passage Create phantasmal steeds.
You create phantasmal steeds or vehicles for you and your crew. These perform as ordinary vehicles of their kind, but appear as misty shadows, make no noise, and leave no trail.
Hunt
Shadow Seeker Track anything you have a good mental image of.
You follow the memory on the image something creates as it moves. These tracks also don't last long, and get confusing when many similar things are in the area. Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush.
Shadow Shot An illusory fine and potent ranged attack.
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. You should describe the illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat. Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
Shadow Shift Change the appearance of your surroundings.
You can cover a single house indoors or a city block or about an acre outdoors. The change can be dramatic, but only changes the appearance of things that exists, it cannot create new things or make things invisible. The illusion affects all senses, but if pushed against it offers no physical resistance. You can create environmental effects like mist, rain, smoke, and the heat and scents like that of a bog or fire.
Example are to make rocks and trees look like statues or make a fence appear as a strong wall.
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 commonly distract you and your allies or allow a few 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. The effect is more powerful but less precise. The illusion even includes some illusory damage to the environment, which can fool onlookers but soon fades
Prowl
Erase your own image and that of allies. Illusion is good at hiding, but offers little aid to mobility.
Invisibility Become almost invisible.
Become almost invisible, you can use Prowl to sneak just about anywhere. This is a very good stealth power, but not perfect, the air wavers just a bit and you glow very faintly in the dark. Sounds you make, strong light, and perfect darkness are your enemies.
Image Exchange Teleport and leave an image behind.
Create an illusion of yourself at a spot you can see within the range of a long-range weapon. You then exchange position with this image, which tries to run away on its own, distracting enemies.
Shared Self Allow others to use Invisibility and Image Exchange.
Allies use their own Prowl action.
Illusive Excursion Teleport crew to a similar-looking place.
Teleport between two places that look so similar that causal observation cannot tell them apart. You can use other illusions to make the two places match. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
Skirmish
Illusory Armor Block psychic damage.
Absorb damage from illusions. This allows you to ignore most harm from a dangerous dream and illusory environment, such as a dreamscape or toxic fumes or illusory lava. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-5: Reduce Harm by 1 level. 6: 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. This does not stack with regular armor. Targets roll their own Skirmish action.
Illusory Elite Fine and potent illusory melee attack.
Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria and plants. You should describe an illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage. Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as effective. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Illusory Obstacle Negate scale.
This creates an illusory hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny opponents the advantage of scale.
Illusionary Onslaught Fine and potent illusory attack against all.
Illusory Elite on a larger scale. Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the skirmish.
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 spoil illusions, but you have to actively use them to do so.
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
Identify Illusion Identify illusions.
This gives the name of the ability used and very basic information in narrative terms, but not details or actual rules. You learn that what you see is an illusion and what it is supposed to depict, but not what was originally there.
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 Echoes A view from the past.
See a past view of an place, image, illusionist, or specter. This is much like playing a film backwards, but you can skip sections that do not interest you.
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.
Survey
Perceive and locate illusions. The outcome you need depends on the target's concealment.
- Limited outcome finds those hiding behind cover and in far places you can only barely see.
- Standard outcome can look behind walls and into hard cover.
- Great outcome can look into far-away places and spots you had no idea existed.
Detect Illusion You can detect illusions and invisible things.
This is a basic spotting power, selectively sensing illusions of a sort you specify.
Perceptive Image Create an illusion, reality updates it.
Make a small illusory image of a known location. The image is updated in real time as long as you concentrate on maintaining it.
Real Image Let reality make an illusion.
As Perceptive Image, but focused on a known creature rather than a location, following that creature around as it moves.
Omnipresence Create an illusion of a huge area, reality updates it.
As Perceptive Image but on a grand scale; you can represent several city blocks or a large terrain feature such as a wood, field, or hill and shift the view to see from a certain angle or location.
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, 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, 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
Use illusion to alter items of all kinds or create illusory items out of nothing, giving the impression you can create amazing things.
Position depends on how quiet your workplace is and how much time you have to work with. The outcome determines how long it will last. Most illusory tinkering will only be good for a single scene, but if your outcome surpasses that required for the outcome you want, you can stretch the outcome until the end of the score. Long-term projects can create permanent illusory objects.
Consequences can change details of the illusion, such as altered colors or the object becoming too pretty, bent, twisted or markings, letters, and numbers giving cluse or just not making sense.
Illusory Enhancement Change the appearance of an object up to man size.
Change the appearance of an object up to man size. This can seem to give abilities your item do not actually have or hide abilities it does have. 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 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 don't work at range. If used, the items function normally, the illusion has no effect on effectiveness, but an illusory item can cause illusory harm in melee.
When used against creatures, Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. You should describe the illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage.
Phantasmal Fabrication Make items invisible or create illusory items out of nothing.
You can make more extensive appearance changes, making objects invisible or creating illusory items out of nothing. People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight. You can make larger objects, up to the size of a large carriage. Objects that produce effects can now reach further, such as missiles from a missile weapon reaching out to create illusory damage at range. A weapon made invisible might grant an advantage at the start of a fight but battering will soon make it visible.
Shadow Structure Create semi-real things that only work for your crew.
As Phantasmal Fabrication, except that things you create can be semi-real, able to do what a poor example of such a thing usually does, but only when you will it to do so. For example you can create an illusory stone bridge that supports you and allies as a rickety wooden bridge would, but doesn't support others at all. Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact but unlike other illusory attacks, these can affect mindless things like objects.
Mass Mirage Phantasmal Fabrication on a grand scale.
This is similar to Shadow Structure, but you mass produce objects, even a set of different objects. You can also make something huge, such as a ship, building, or small landscape.
Wreck
Cover things with illusions of destruction. Illusion is one of the weaker wrecking powers since its unreal until Shadowy Shatter, you can make things look broken to deny them to the enemy but its hard to get much use of the destruction yourself.
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.
The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome. The item is still there, but appears obviously broken. Its hard to make multiple such outcomes credible, if you make an illusion of a rifle breaking ten times someone is bound try to use their "broken" rifle and find it works.
Faux Fracture Illusion of damage to an object.
This is the illusory destruction of fragile things that you could destroy with a sledgehammer. This applies to both people and objects. Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Unlike other illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive abilities. You should describe an illusory attack, and any defense or resistance the target has that would work against the attack you describe will work against the illusory damage.
Phantom Fracture Illusion of damage to a place.
Faux Fracture on something strong, like a strong wall. Can make a fine and potent illusory attack.
Shadowy Shatter Phantom Fracture, but semi-real.
Phantom Fracture, except that the damage you do is semi-real, able to be exploited, but only when you will it to be so. For example you can create an illusory hole in a wall you and your crew can use, but which doesn't let others pass. As the illusion fades over time, so does your ability to exploit it.
Apocalyptic Artistry City-sized Phantom Fracture.
Rather straightforward, this just scales things up.