Difference between revisions of "Illusion Powers (FiD)"

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{{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.
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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.
+
== What is an Illusion ==
 +
Illusion can create sights, sounds, scents, sensations of touch, and other sensory phenomena, but these are always suggestive and indirect. The primary focus of Illusion is vision. Illusionists whose primary sense is not sight would instead focus on projections tuned to their dominant sense, but this is not covered by these rules.
  
Illusion attacks cause pain and apparent wounds, but can only kill indirectly, by causing the mind to shut the body down. Level 4 harm is more likely to be a coma than death.
+
=== Illusions are Real ===
Obviously illusory attacks cannot affect insensate things that lack perception and imagination.  
+
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.
This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria.
+
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.
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.
 
  
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 ===
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.
+
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.
Spectres that are aware they are illusion spirits are less specialized, not as good at what they do, but they can do many things.
+
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.
  
The plane of dreams is very ephemeral and subjective. It can change in moments and is shaped by dreams.
+
Illusory attacks cannot affect [[#Mind_Powers_(FiD)#Insensate|insensate]] things that lack the capacity to interpret sensory input. This includes objects and creatures below a threshold of perception, such as bacteria and ordinary plants. Observers may perceive such targets as taking damage, but the apparent damage fades over time and has no effect on the [[#Mind_Powers_(FiD)#Insensate|insensate]] thing.
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 ==
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=== Shadow Illusions ===
 +
Some illusions have shadow effects.
 +
These are almost real and can have physical effects, but these fade away over time.
 +
The most spectacular one is [[#Shadowy_Shatter|Shadowy Shatter]] that creates an illusory how you can physically move through but that fades away over time.
 +
The mechanism here is unclear, the most popular explanation is an overlap with some part of the [[Cosmology_(FiD)#The_Shell|Shell]].
 +
 
 +
=== Specters ===
 +
Illusion creatures are called specters.
 +
Specters are structured to behave as if they truly are what they portray, allowing their illusions to respond dynamically without constant intervention from the user. Some specters are highly specialized, believing themselves to be specific people, animals, objects, or even terrain features and are very good at playing their role. Finding or creating such specters may require a flashback or a long-term project.
 +
Specters that are aware of their illusory nature are more flexible but less convincing.
 +
 
 +
=== Plane of Illusion ===
 +
The plane of Illusion is a plane of dreams: ephemeral, unstable, and subjective. It shifts rapidly and is shaped by the dreaming minds of the world. Creatures with powerful imaginations may create persistent dream-realms of their own. Such realms can be studied or manipulated to influence their creator, but doing so is difficult and dangerous.
 +
 
 +
== Illusion Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 4 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> 6 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Dream Detection''' <br> Detect illusory creatures and powers.  
+
|valign="top"| '''[[#Sense Spectre|Sense Spectre]]''' <br> Detect Illusions.
|valign="top"| '''Sever Spectre'''   <br> Dismiss a specter or end an illusion power.  
+
|valign="top"| '''[[#Sever Spectre|Sever Spectre]]''' <br> Dismiss Illusion.
|valign="top"| '''Summon Spectre''' <br> Call a specter from another plane.  
+
|valign="top"| '''[[#Summon Spectre|Summon Spectre]]''' <br> Summon Spectres.
|valign="top"| '''Dream Domain'''   <br> Gate to the realm of dreams or someone's dream.  
+
|valign="top"| '''[[#Sublime Spectre|Sublime Spectre]]''' <br> Illusion gate.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''
 
|align="left" valign="top" | '''Command'''
|valign="top"| '''Menacing Mirage''' <br> Scary or awe-inducing images or sounds.  
+
|valign="top"| '''[[#Menacing Mirage|Menacing Mirage]]''' <br> Intimidating aura.
|valign="top"| '''Majestic Mirage''' <br> Full-sense scary or awe-inducing illusions.
+
|valign="top"| '''[[#Message Mirage|Message Mirage]]''' <br> Signalling illusion.
|valign="top"| '''Message Mirage''' <br> Send an illusion of yourself to communicate.  
+
|valign="top"| '''[[#Majestic Mirage|Majestic Mirage]]''' <br> Impressive scene.
|valign="top"| '''Mirage Arcana'''   <br> Vast scary illusions.
+
|valign="top"| '''[[#Mirage Arcana|Mirage Arcana]]''' <br> Grand scene.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Makeover Mirage'''     <br> Make illusory clothes and accessories.  
+
|valign="top"| '''[[#Makeover Mirage|Makeover Mirage]]''' <br> Full-body mask.
|valign="top"| '''Monster Mirage'''       <br> Assume the appearance of any other creature.  
+
|valign="top"| '''[[#Monster Mirage|Monster Mirage]]''' <br> Illusory transformation.
|valign="top"| '''Metamorphosis Mirage''' <br> Give a willing or helpless creature any appearance.
+
|valign="top"| '''[[#Metamorphosis Mirage|Metamorphosis Mirage]]''' <br> Transform crew.
|valign="top"| '''Mob Mirage'''           <br> Change the appearance of large number creatures.
+
|valign="top"| '''[[#Mob Mirage|Mob Mirage]]''' <br> Transform crowd.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Vehicle Veil'''   <br> Change the appearance of a mount or personal vehicle.  
+
|valign="top"| '''[[#Phantom Pilot|Phantom Pilot]]''' <br> Disguise Ride.
|valign="top"| '''Mirage Melee'''   <br> Create an illusion of a fine and potent melee weapon.
+
|valign="top"| '''[[#Phantom Precision|Phantom Precision]]''' <br> Illusory attack.
|valign="top"| '''Phantom Path'''   <br> Alter the appearance of a road, misleading travelers.
+
|valign="top"| '''[[#Phantom Path|Phantom Path]]''' <br> Illusory routes.
|valign="top"| '''Phantom Passage''' <br> Create phantasmal steeds.  
+
|valign="top"| '''[[#Phantom Passage|Phantom Passage]]''' <br> Create shadow rides.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Shadow Seeker''' <br> Track any creature you have a good mental image of.
+
|valign="top"| '''[[#Shadow Seeker|Shadow Seeker]]''' <br> Track images.
|valign="top"| '''Shadow Shot'''   <br> An illusory fine and potent ranged attack.
+
|valign="top"| '''[[#Shadow Shot|Shadow Shot]]''' <br> Illusory snipe.
|valign="top"| '''Shadow Shift''' <br> Change the appearance of your surroundings.  
+
|valign="top"| '''[[#Shadow Shift|Shadow Shift]]''' <br> Phantom environment.
|valign="top"| '''Shadow Surge''' <br> Illusory attack similar to a fine and potent grenade.
+
|valign="top"| '''[[#Shadow Surge|Shadow Surge]]''' <br> Illusory area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Invisibility'''       <br> Become almost invisible.  
+
|valign="top"| '''[[#Image Invisibility|Image Invisibility]]''' <br> Become almost invisible.
|valign="top"| '''Image Exchange'''     <br> Teleport and leave an image behind.  
+
|valign="top"| '''[[#Image Infiltration|Image Infiltration]]''' <br> Teleport and distract.
|valign="top"| '''Shared Self'''         <br> Use Invisibility and Image Exchange on others.
+
|valign="top"| '''[[#Image Incursion|Image Incursion]]''' <br> Crew intrusion.
|valign="top"| '''Illusive Excursion:''' <br> Teleport crew to a similar-looking place.
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|valign="top"| '''[[#Image Inversion|Image Inversion]]''' <br> Appearance teleport.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Illusory Armor'''       <br> Block psychic damage.  
+
|valign="top"| '''[[#Echo Evasion|Echo Evasion]]''' <br> Resist illusory harm.
|valign="top"| '''Illusory Elite'''       <br> Fine and potent illusory melee attack.
+
|valign="top"| '''[[#Echo Engagement|Echo Engagement]]''' <br> Illusory melee.
|valign="top"| '''Illusory Obstacle'''     <br> Negate scale.
+
|valign="top"| '''[[#Echo Expanse|Echo Expanse]]''' <br> Illusory obstructions.
|valign="top"| '''Illusionary Onslaught''' <br> Fine and potent illusory attack against all.  
+
|valign="top"| '''[[#Echo Excision|Echo Excision]]''' <br> Area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Identify Illusion''' <br> Identify illusions.  
+
|valign="top"| '''[[#Illusory Insight|Illusory Insight]]''' <br> Identify Illusion.
|valign="top"| '''Illusion Insight''' <br> Learn the powers and abilities of an illusion.
+
|valign="top"| '''[[#Illusory Imprint|Illusory Imprint]]''' <br> A view from your memory.
|valign="top"| '''Illusory Echoes'''   <br> See the past of an Illusion.
+
|valign="top"| '''[[#Illusory Inheritance|Illusory Inheritance]]''' <br> A view from the past.
|valign="top"| '''Panopticon'''       <br> You see everything in a wide area.  
+
|valign="top"| '''[[#Illusory Imago|Illusory Imago]]''' <br> See everything.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Detect Image'''     <br> Sense illusions and invisible things.
+
|valign="top"| '''[[#Project Probe|Project Probe]]''' <br> Detect Illusion.
|valign="top"| '''Perceptive Image''' <br> Create an illusion, reality updates it.  
+
|valign="top"| '''[[#Project Perception|Project Perception]]''' <br> Image that updates.
|valign="top"| '''Real Image'''       <br> Let reality make an illusion.
+
|valign="top"| '''[[#Project Presence|Project Presence]]''' <br> Pursuing image.
|valign="top"| '''Omnipresence'''     <br> Create an illusion of a huge area, reality updates it.
+
|valign="top"| '''[[#Project Perspective|Project Perspective]]''' <br> Create a live illusory map of a vast area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Persuasive Phantom'''   <br> Convincing visual image up to the size of a human.
+
|valign="top"| '''[[#Persuasive Phantom|Persuasive Phantom]]''' <br> Illusory persona.
|valign="top"| '''Phantasmal Procession''' <br> Full-sense illusion of a stage and actors.
+
|valign="top"| '''[[#Persuasive Procession|Persuasive Procession]]''' <br> Illusory crowd.
|valign="top"| '''Phantom Thought'''       <br> Draw illusion from another's mind.
+
|valign="top"| '''[[#Persuasive Performance|Persuasive Performance]]''' <br> Illusory expectations.
|valign="top"| '''Private Phantasm'''     <br> An illusion around a creature replaces all sensations.  
+
|valign="top"| '''[[#Persuasive Paradigm|Persuasive Paradigm]]''' <br> Illusory world.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Illusory Enhancement'''   <br> Change the appearance of an object up to man size.  
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|valign="top"| '''[[#Construct Configuration|Construct Configuration]]''' <br> Alter object.
|valign="top"| '''Phantasmal Fabrication''' <br> Make items invisible or create illusory items out of nothing.  
+
|valign="top"| '''[[#Construct Conjuring|Construct Conjuring]]''' <br> Illusory objects.
|valign="top"| '''Shadow Structure'''       <br> Create semi-real things that only work for your crew.
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|valign="top"| '''[[#Construct Conception|Construct Conception]]''' <br> Create shadow objects.
|valign="top"| '''Mass Mirage'''           <br> Phantasmal Fabrication on a grand scale.
+
|valign="top"| '''[[#Construct Coalescence|Construct Coalescence]]''' <br> Huge illusions.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''
 
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Faux Fracture'''       <br> Illusion of damage to an object.
+
|valign="top"| '''[[#Faux Fracture|Faux Fracture]]''' <br> Personal scale illusion.
|valign="top"| '''Phantom Fracture'''     <br> Illusion of damage to a place.
+
|valign="top"| '''[[#Faux Fissure|Faux Fissure]]''' <br> Structural scale illusion.
|valign="top"| '''Shadowy Shatter'''     <br> Phantom Fracture, but semi-real.
+
|valign="top"| '''[[#Faux Fault|Faux Fault]]''' <br> Temporary damage.
|valign="top"| '''Apocalyptic Artistry''' <br> City-sized Phantom Fracture.  
+
|valign="top"| '''[[#Faux Fragmentation|Faux Fragmentation]]''' <br> Area illusion.
 
|}
 
|}
  
== Expanded Illusion Powers ==
+
== Expanded Illusion Abilities ==
A recuring problem with illusion is that you need to conceal that they appear out of nowhere.  
+
A recurring problem with Illusion is concealing the fact that projections 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.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== 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 of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with Illusion beings and phenomena.
 +
 
 +
Consequences depend on what happens around you while you Attune. 
 +
Having helpers or protection reduces risk, and dismissing a willing specter may even be '''Controlled'''. 
 +
Common Consequences include a specter losing control of its projection, nearby illusions destabilizing, or other Illusion creatures intervening.
 +
 
 +
==== Sense Spectre ====
 +
Detect Illusions.
 +
 
 +
You can see Illusion Spirits and detect Illusion Monsters and powers. 
 +
This is commonly used to identify projections, hidden specters, or summoned illusions so they can be dispelled or dismissed.
 +
 
 +
Using Dream Detection may spoil illusions, but you must actively apply it. 
 +
Even when you know an illusion is false, you still perceive it normally.
  
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 and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
+
* '''Limited Outcome''' suffices against a creature or effect you can clearly see. 
 +
* '''Standard Outcome''' is required if it is hidden.
 +
* '''Great Outcome''' is required if it is concealed behind solid barriers.
  
'''Dream Detection'''
+
==== Sever Spectre ====
Detect illusory creatures and powers.
+
Dismiss Illusion.
  
You can see Illusion spirits and detect illusory creatures and powers.  
+
Dismissing a specter is difficult and usually requires a '''Great Outcome'''.
This is usually done to spot an illusion or a summoned creature so that it can be dispelled or dismissed.
+
A weakened specter requires only a '''Standard Outcome'''. 
This can spoil illusions, but you must actively use this to see through them.
+
A specter that wishes to be dismissed requires only a '''Limited Outcome'''.
  
Limited outcome suffices against a creature you can clearly see. You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great 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.
  
'''Sever Spectre'''
+
You can dispel any Illusion power, as well as powers that alter appearance or sustain specters. 
Dismiss a specter or end an illusion power.
+
This is often used as a Set Up to improve Position when opposing powers are in play.
  
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.
+
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.
  
Dispelling is usually easier.
+
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.
You can dispel any Illusion power or a power that affects a specter.
 
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.
+
==== Summon Spectre ====
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
+
Summon Spectres.
Against an opponent in a firefight that hides behind an illusory wall you may have a better effect.
 
You can also use this to force an Illusion Spirit (a specter) to materialize.
 
For specters obsessed with their identity, this is something 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.
+
Illusory summons are called specters. 
 +
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.
  
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created.
+
Specters come in two broad types:
  
Illusory summons are called specters.
+
* '''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.
Specters are immaterial, ephemeral, manifesting as emotional and mental representations of their power.
 
Advanced specters are tricksters and 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 abut using illusions to realize their very personal agenda.
 
Simple specters are convinced they are in fact something else.
 
This could be anything, from a tree to a policeman to 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.
 
  
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
* '''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.
Because of how specters work, it is very worthwhile to have a stable of specters with different interests.
 
  
Depending on your degree of outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of work a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
+
==== Sublime Spectre ====
 +
Illusion gate.
  
Standard outcome allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do. Spectres will modify their interests a little to accommodate your task.
+
Gate to the Land of Dreams or into a dream.
 +
Illusion is linked to the Land of Dreams, where [[#top|Illusion]] dominates reality.
 +
This realm is fluid, unstable, and subjective, as described in the introduction.
  
Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes.  
+
Entering the [[Cosmology_(FiD)#Dreamlands|Land of Dreams]] involves projecting an [[Cosmology_(FiD)#Astral_Projection|Astral Body]]: your body remains asleep while your consciousness travels.
You can actually change the interests of a specter when you have great outcome, but this change is temporary and will still color what the specter's illusions even when you have convinced it.
+
Time there is subjective — a single night’s sleep may contain minutes or months of dream-time.
Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
 
  
Typical consequences include:
+
{{ : Gate Shared Rules (FiD) }}
  
* Playing along with the specter's role.
+
Illusion gates may also open into a creature’s personal [[Cosmology_(FiD)#Dreamscapes|dreamscape]].
* You need to concentrate to keep the creature under control.
+
This requires a supernatural link or the target’s presence.
* Overly literal interpretations of your commands.
 
* Demanding not to be summoned again until some time or event has passed.
 
* General sulkiness.
 
  
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Specters like gems and prisms.
+
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.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of truth and summon a specter, or if the summon is three or more tiers above you the position will be desperate. Desperate consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
'''Dream Domain'''
+
=== Command ===
Gate to the realm of dreams or someone's dream.
+
Illusion does not command creatures directly. 
 +
Instead, it creates images and sounds that influence behavior by provoking reactions.
  
Illusions are linked to the Land of Dreams, where Illusion is dominant.
+
Illusion Command is indirect: you must craft a situation that encourages obedience, fear, awe, or hesitation. 
There are things that are possible to do on these planes that are not allowed in the regular world, most 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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
+
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.
  
Illusion gates offer another option; to physically enter a creature's dreams.
+
==== Menacing Mirage ====
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.
+
Intimidating aura.
  
A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
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 first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
+
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.
  
=== Command ===
+
==== Message Mirage ====
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.
+
Signalling illusion.
 +
 
 +
Send an illusory projection of yourself to communicate.
 +
You create an illusion of yourself that appears near a creature you can clearly imagine.
 +
You can see, hear, and speak as if you were present.
 +
 
 +
The projection follows the target, and your perception is focused on them and you can only see nearby features they indicate or interact with.
  
'''Menacing Mirage'''
+
==== Majestic Mirage ====
Scary or awe-inducing images or sounds.
+
Impressive scene.
  
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.
+
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 byword here is "show, not tell". This can be a freestanding visual or audio illusion or modifying the appearance of something that already exists
 
  
'''Majestic Mirage'''
+
The illusion can speak and act out a scene under your broad direction. 
Full-sense scary or awe-inducing illusions.
+
You do not need to micromanage it; it automatically orients itself to interact convincingly with nearby observers.
  
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.
+
Depending on how it is used, this improves either Effect, Position, or possibly both.
  
'''Message Mirage'''
+
==== Mirage Arcana ====
Send an illusion of yourself to communicate.
+
Grand scene.
  
This creates an illusion of you that appears near a creature you have a clear mental image of.
+
This functions as Majestic Mirage on a grand scale.
Your image is bound to them and will always stay within a few meters and your perception is focused on your target and other the target draws into the conversation.
+
You can create the appearance of armies, cities, palace-complexes, forests, or mountains.
  
'''Mirage Arcana'''
+
Simple scenes that do not require detailed interaction are easy to maintain. 
Vast scary illusions.
+
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.
  
This is the same as Majestic Mirage, on a much larger scale, up to the entire area you can see.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
This can create a small army or an illusory forest to conceal people as trees.
 
A complex scene requires more concentration to maintain and thus has worse position.
 
  
 
=== Consort ===
 
=== Consort ===
You change the appearance of creatures, first yourself, then others, and finally a crowd.
+
Change the appearance of creatures through Illusion — first yourself, then others, and finally entire crowds.
  
'''Makeover Mirage'''
+
Consort Illusion alters how creatures are perceived, not what they physically are. 
Make illusory clothes and accessories.
+
These changes can enable deception, social access, or confusion, but they do not grant new abilities or effect from illusory physical traits.
  
Add any illusory clothes and accessories to your outfit.  
+
Normally you gain none of the abilities of your assumed form.
You do not change your own appearance, you accessorize and change your outfit.
+
You cannot fly as an illusory bird, breathe water as an illusory fish, or otherwise bypass physical limitations.
This can mask your identity or create fabulous outfits.
 
You can apply this to others as an Advanced effect.
 
  
'''Monster Mirage'''
+
Extreme size changes are impractical.
Assume the appearance of any other creature.
+
Appearing tiny does not let you pass through small spaces, and appearing enormous does not grant physical reach — people may collide with parts of you that are not actually present. 
 +
To meaningfully interact at a different scale, you must rely on other powers.
 +
'''Great Outcome''' can overcome this limitation, see below.
  
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 more or less requires that you use other powers to physically interact with anything. Maintaining a huge illusion is also taxing. 
+
* '''Limited Outcome''' lasts for a scene. 
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.  
+
* '''Standard Outcome''' lasts for the duration of a score.
 +
* '''Great Outcome''' lasts for a scene, but this becomes a [[#Shadow_Illusions|shadow illusion]], allowing you to use the Basic and Advanced abilities of the Form of the assumed shape, but you do so with reduced initial Effect.
  
'''Metamorphosis Mirage'''
+
==== Makeover Mirage ====
Give a willing or helpless creature any appearance.
+
Full-body mask.
  
This is Monster Mirage applied to others.  
+
You add illusory clothing, accessories, and cosmetic details to your appearance.
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. If you also want to make the target unrecognizable, that requires additional outcome, see Shapechange.
+
You do not change your physical shape; instead, you alter surface features such as hair, skin tone, facial details, and voice.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
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.
  
'''Mob Mirage'''
+
You can use this on your entire Crew as an Advanced ability.
Change the appearance of large number creatures, giving each an individual appearance if desired.
 
  
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.
+
==== Monster Mirage ====
 +
Illusory transformation.
 +
 
 +
You take on the outward appearance of any creature or object. 
 +
This can aid social interaction or intimidation.
 +
 
 +
* '''Limited Outcome''' transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
 +
* '''Standard Outcome''' allows you to become a generic creature, very difficult to recognize as yourself.
 +
* '''Great Outcome''' allows you to assume the exact shape and mannerisms of a specific creature you have studied.
 +
 
 +
==== Metamorphosis Mirage ====
 +
Transform crew.
 +
 
 +
Alter the appearance of your crew or a willing or helpless creature.
 +
This is Monster Mirage applied to another creature.
 +
 
 +
==== Mob Mirage ====
 +
Transform crowd.
 +
 
 +
Change the appearance of many creatures at once.
 +
This is Monster Mirage applied to all creatures you can see in an Area (p. 221). 
 +
You may give each an individual appearance or render them as a faceless, uniform crowd.
 +
 
 +
By altering many appearances simultaneously, you can obscure identities and sow confusion.
 +
This can cause chaos in streets, courts, or battlefields.
 +
Creatures do not automatically realize their own appearance has changed, compounding the confusion.
 +
 
 +
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=== Finesse ===
 
=== Finesse ===
Illusory weapons and rides.
+
Use Illusion for deceptive weapons, movement, and misdirection.
 +
 
 +
==== Phantom Pilot ====
 +
Disguise Ride.
  
'''Vehicle Veil'''
 
 
Change the appearance of a mount or personal vehicle.
 
Change the appearance of a mount or personal vehicle.
 +
You alter the visual appearance and, to a limited extent, the sound of a mount or vehicle in any way you choose. 
 +
The illusion covers the vehicle and its tracks as long as you maintain the effect.
  
You can change the appearance and to a lesser extent sound of your ride in any fashion you wish.
+
Concealing a very large conveyance, such as a yacht, bus, or dragon, requires a '''Great Outcome'''.
The illusion covers the vehicle and any tracks as long as you maintain the effect.
 
If you make it invisible you and other riders can still be seen.
 
Covering a large ride like a yacht, bus, or dragon is an Advanced outcome.
 
Altering a huge ride like a tank or ship is a Master outcome.
 
  
You can alter your entire crew's ride as an advanced power.
+
At Advanced tier, you can apply this effect individually to each of your Crew’s rides.
  
'''Mirage Melee'''
+
==== Phantom Precision ====
Create an illusion of a fine and potent melee weapon.
+
Illusory attack.
  
Illusion attacks cause pain and apparent wounds, but can only kill indirectly, by causing the mind to shut the body down. Level 4 harm is more likely to be a coma than death.
+
Create a Fine and Potent illusory melee weapon.
Obviously illusory attacks cannot affect insensate things that lack perception and imagination.
+
You project the appearance and sensation of a close-range weapon.
This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria.
+
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.
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'''
+
Illusory attacks cannot affect insensate targets that lack the capacity to interpret sensory input, such as objects or simple organisms. 
Alter the appearance of a road, misleading travelers.
+
Describe the form of the attack; any relevant vulnerability or resistance applies to the apparent harm.
  
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.
+
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 Passage'''
+
==== Phantom Path ====
Create phantasmal steeds.
+
Illusory routes.
  
You create phantasmal steeds or vehicles for you and your crew.
+
Alter the appearance of roads and paths.
These perform as ordinary vehicles of their kind, but appear as misty shadows, make no noise, and leave no trail
+
You make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.
 +
 
 +
If observers can see you travel safely along a concealed or false path, the illusion becomes suspect. 
 +
Locals familiar with the terrain are especially difficult to mislead.
 +
 
 +
==== Phantom Passage ====
 +
Create shadow rides.
 +
 
 +
You create [[#Shadow_Illusions|shadow]] rides, semi-real mounts or vehicles for yourself and your Crew.
 +
They function as ordinary conveyances of their type, but appear as misty or shadowy forms, make no noise, and leave no trail.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
'''Shadow Seeker'''
+
Track, strike, and reshape the battlefield through Illusion. 
Track anything you have a good mental image of.
+
Illusion Hunt excels at misdirection, pursuit, and apparent force rather than true lethality.
  
You follow the memory something creates as it moves.
+
==== Shadow Seeker ====
Yes it is mystical.
+
Track images.
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'''
+
Track anything you have a clear mental image of.
An illusory fine and potent ranged attack.
+
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.
  
Illusion attacks cause pain and apparent wounds, but can only kill indirectly, by causing the mind to shut the body down. Level 4 harm is more likely to be a coma than death.
+
Consequences usually arise from the environment or population rather than the trail itself — obstacles, getting lost, hostile attention, traps, or ambushes.
Obviously illusory attacks 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.
 
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'''
+
==== Shadow Shot ====
Change the appearance of your surroundings.
+
Illusory snipe.
  
Change the appearance of your surroundings. You can cover a single house indoors or a city block outdoors.
+
A Fine and Potent ranged attack.
 +
Describe the form of the attack; any relevant vulnerability or resistance applies to the illusory harm.
  
The change can be dramatic, but only changes the appearance of things that exists.
+
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.
It cannot create new things or make things invisible.
+
Using this attack in combat takes no additional time — activating the illusion is equivalent to drawing a weapon.
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 scent of fire.  
 
  
Example are to make rocks and trees look like statues or make a fence appear as a strong wall.  
+
==== Shadow Shift ====
 +
Phantom environment.
  
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.
+
You can reshape the appearance of an Area (p. 221).
Consequences distracts you and your allies or a few opponents become able to pierce the illusion.
+
The illusion can be dramatic, but it only alters the appearance of existing things. 
 +
You cannot create new structures or render objects truly invisible.
 +
Examples include making a slum appear like a palace complex or a field appear as a jungle.
  
'''Shadow Surge'''
+
The illusion affects all senses, but offers no physical resistance when force is applied. 
Illusory attack similar to a fine and potent grenade.
+
You may add environmental effects such as mist, rain, smoke, temperature shifts, and scents.
  
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
+
Shadow Shift is commonly used as a '''Set Up''', but it can also alter behavior — smoke, rain, snow, or darkness often cause people to flee, hide, or seek shelter.
 +
 
 +
Consequences may distract allies, strain concentration, or allow select opponents to pierce the illusion.
 +
 
 +
==== Shadow Surge ====
 +
Illusory area attack.
 +
 
 +
An escalation of Shadow Shot, this is an illusory attack similar to a Fine and Potent grenade.
 +
This affects all enemies in a single location, trading precision for scale.
 +
This allows full Effect against an entire gang of cohorts.
 +
 
 +
The illusion may include apparent environmental damage, convincing at a glance but quickly fading.
 +
 
 +
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=== Prowl ===
 
=== Prowl ===
Erase your own image and that of allies. Illusion is good at hiding, but offers little aid to mobility.
+
Hide, slip away, and reposition through Illusion.
 +
Illusion excels at concealment and deception, even enabling movement through misdirection.
  
'''Invisibility'''
+
==== Image Invisibility ====
 
Become almost invisible.
 
Become almost invisible.
  
Become almost invisible, you can use Prowl to sneak just about anywhere.
+
You erase most visual cues of your presence, allowing you to Prowl into places that would otherwise be impossible to enter unnoticed.
This is a very good stealth power, but not perfect, the air wavers just a bit and you glow very faintly in the dark. Sounds, strong light, and perfect darkness are your enemies.
+
 
 +
The illusion is not perfect
 +
Air shimmers slightly, you emit a faint glow in darkness, and you still produce sound.
 +
Strong light, total darkness, sudden movement, and noise make detection easier.
 +
 
 +
==== Image Infiltration ====
 +
Teleport and distract.
 +
 
 +
You create an illusion of yourself at a location you can clearly see.
 +
You can then exchange positions with it.
 +
 
 +
The illusory double attempts to flee or act believably on its own, drawing on a remnant of your personality, grabbing attention and creating confusion.
  
'''Image Exchange'''
+
==== Image Incursion ====
Teleport and leave an image behind.
+
Crew intrusion.
  
Create an illusion of yourself at a spot you can see within the range of a long-range weapon.  
+
Allow others to use Image Invisibility and Image Infiltration.
This has to be your actual appearance, and cannot be invisible or masked.  
+
Each participant rolls their own Prowl Action and suffers their own Consequences.
You then exchange position with this image.
+
This is often a Group Action.
  
'''Shared Self'''
+
==== Image Inversion ====
Use Invisibility and Image Exchange on others.
+
Appearance teleport.
  
Allies still use their own Prowl action.
+
Teleport between similar places.
 +
You teleport yourself and your Crew between two locations that are visually similar enough that casual observation cannot distinguish them.
  
'''Illusive Excursion'''
+
You must be familiar with the destination. 
Teleport crew to a similar-looking place.
+
You may use other illusions to make the locations match more closely, usually by changing the place you are at.
  
Teleport between two places that look so similar causal observation cannot tell them apart.
+
This is regional travel — remaining within the same city or area — but is usually sufficient to escape almost any situation.
You can use other illusions to make the two places match.
+
Illusive Excursion excels at escapes, but is risky when used to infiltrate hostile territory.
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
+
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Illusory Armor'''
+
Prosper in the chaos of battle through deception and misdirection.
Block psychic damage.
 
  
Absorb psychic damage, like that of illusions and [[Mind_Powers_(FiD)|Mind]] powers.
+
==== Echo Evasion ====
This allows you to ignore most harm from a mentally dangerous environment such as a fiery dreamscape.
+
Resist illusory harm.
Roll Skirmish when subject to psychic harm. This is your inherent resistance, it does not require any activity on your part.
 
Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress
 
  
'''Illusory Elite'''
+
You absorb harm caused by Illusions, allowing you to ignore most Harm from dangerous [[Cosmology_(FiD)#Dreamscapes|dreamscapes]] and many [[Cosmology_(FiD)#Dreamlands|Drealands]] events, illusory environments, or deceptive sensory effects such as phantom flames, fumes, or collapsing terrain.
Fine and potent illusory melee attack.
+
{{ : Damage Resistance Template (FiD) }}
  
Illusion attacks cause pain and apparent wounds, but can only kill indirectly, by causing the mind to shut the body down. Level 4 harm is more likely to be a coma than death.
+
==== Echo Engagement ====
Obviously illusory attacks cannot affect insensate things that lack perception and imagination.
+
Illusory melee.
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.
 
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'''
+
Fine and Potent illusory attack.
Negate scale.
+
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.
  
This creates an illusory hindrance, perhaps spectral allies, perhaps a maze or concealing mist. The effect is to deny the advantage of numbers.
+
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.
  
'''Illusionary Onslaught'''
+
Aside from damage type, this substitutes for equipment; mundane weapons are just as effective. 
Fine and potent illusory attack against all.
+
Some targets may be more or less vulnerable to specific attacks, but this is the exception.
  
See the introduction to the Illusion power for rules of illusory attacks.
+
==== Echo Expanse ====
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.  
+
Illusory obstructions.
 +
 
 +
Create illusory obstructions that negate Scale (p 221).
 +
You conjure convincing hindrances — spectral allies, false barriers, shifting mazes, or concealing mist — that break up enemy formations.
 +
This negates the advantage of numbers without creating lasting terrain.
 +
You can also make one Echo Engagement as a part of this.
 +
 
 +
==== Echo Excision ====
 +
Area attack.
 +
 
 +
Echo Engagement as an area attack.
 +
Fine and Potent illusory attack against all enemies in the skirmish.
 +
This is Illusory Elite applied across the entire engagement. 
 +
You negate the advantage from Scale (p. 221) and spread your Effect across multiple opponents, inflicting full Illusory Skirmish Harm against a Cohort Gang.
 +
 
 +
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=== Study ===
 
=== Study ===
Study and analyze illusions to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
+
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 have any effect.
+
These powers can spot illusions, but you have to actively use them to do so.
  
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
+
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position.
  
'''Identify Illusion'''
+
==== Illusory Insight ====
Identify illusions.
+
Identify Illusion.
  
This gives the name of the ability used and very basic information in narrative terms, but not details or actual rules.
+
Learn the powers and abilities of an illusion.
 +
Learn of any powers or special abilities the illusion has. This includes actual rules and game effects as well as what the illusion hides or disguises.
  
'''Illusion Insight'''
+
==== Illusory Imprint ====
Learn the powers and abilities of an illusion.
+
A view from your memory.
  
Learn of any powers or special abilities the illusion has. This includes actual rules and game effects.
+
You recreate a scene from memory.  
 +
This is detailed and may contain things you do not consciously remember.
 +
Others can help you inspect this image and draw their own conclusions, but it is very hard for them to tell if this is truly a memory or an illusion you created using Sway in order to fool them.
  
'''Illusory Echoes'''
+
==== Illusory Inheritance ====
See the past of an illusion.
+
A view from the past.
  
See the past of an place, image, illusionist, or specter. This is like playing a film backwards.
+
Illusory Memory, but it is from the past of your current location of an item or person you hold as you use the ability, you need not have been present yourself.
This power works anywhere, not just on illusions.
+
You can zoom in on events of interest.  
  
'''Panopticon'''
+
Illusory Memory, but it is from the past of your current location, you need not have been present when the event occurred.
You see everything in a wide area.
+
You can zoom in on events of interest.  
  
You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do.
+
==== Illusory Imago ====
 +
See everything.
  
 +
You see everything in Range (p. 221). Darkness, walls and barriers do not limit vision, but enclosed spaces do.
 
Provides a detailed view of events involving Illusions as far as you can see, pinpointing locations of interest.  
 
Provides a detailed view of events involving Illusions as far as you can see, pinpointing locations of interest.  
You can then play back what you see in the area (not just the illusions), like Illusory Echoes.
+
You can then play back what you see in three locations in the area, like Illusory Imprint.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate illusions. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover. Yes, you can detect illusions even if nobody are currently experiencing them.
+
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'''
+
==== Project Probe ====
You can detect illusions and invisible things.
+
Detect Illusion.
  
This is a basic spotting power, selectively sensing illusions of a sort you specify.
+
Detect illusions and invisible things.
 +
You selectively sense illusions of a specified kind.
 +
This is a basic spotting power.
  
'''Perceptive Image'''
+
==== Project Perception ====
Create an illusion, reality updates it.
+
Image that updates.
  
Make a small illusion of a nearby location.  
+
You create a small illusion of a known location.
Anything you put int the image will update to match what happens in the location as long as you concentrate.
+
The image updates in real time as the location changes, as long as you maintain concentration.
Things you did not put in the illusion will not be shown, but you do get clues when things in the image seem to interact with things that are not there.
 
  
'''Real Image'''
+
==== Project Presence ====
Let reality make an illusion.
+
Pursuing image.
  
As perceive Image, but reality fills out the illusion with things you did not include as they interact with things you did include.
+
Create a live illusory image of a creature.
You need not concentrate or even be there, but uncontrolled illusions can become very odd or even personal hells or paradises for their audience.
+
As Project Perception, but focused on a known creature.
 +
The illusion follows the creature as it moves and shows what is nearby.
  
'''Omnipresence'''
+
==== Project Perspective ====
Create an illusion of a huge area, reality updates it.
+
Create a live illusory map of a vast area.
  
This is Real Image but on a grand scale; you can represent several city blocks or a large terrain feature such as a wood, field, or hill.
+
As Project Perception, but on a grand scale.
 +
You can represent everything within Range (p. 221), such as several city blocks or a large terrain feature such as a forest, field, or hill, and shift the viewpoint to different angles or positions.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
 
Convince others by showing them illusions.
 
Convince others by showing them illusions.
  
'''Persuasive Phantom'''
+
==== Persuasive Phantom ====
 +
Illusory persona.
 +
 
 
Convincing visual image up to the size of a human.
 
Convincing visual image up to the size of a human.
 +
Create a full-sense image of something of human size or smaller.
 +
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.
  
Create a full-sense image of something of human size or smaller.
+
==== Persuasive Procession ====
This can be a creature that tries to convince observers, or something like a signpost.
+
Illusory crowd.
The image appears real to all senses, but if seriously pushed against it is seen for what it is.
 
  
'''Phantasmal Procession'''
 
 
Full-sense illusion of a stage and actors.
 
Full-sense illusion of a stage and actors.
 +
Similar but larger than Persuasive Phantom.
 +
An illusion of a few dozen people or things like a large carriage or street scene. You can move the illusion as long as you move all the components together, something left behind will soon disappear. This allows you to make an illusion of a group of monsters or people that move about, but their tracks and any items left behind will soon disappear as they move out of an area.
 +
This is precise enough to make forged documents.
  
Similar but larger than Persuasive Phantom.
+
==== Persuasive Performance ====
An illusion of a 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 travelers that move about, but their tracks will soon disappear behind them.
+
Illusory expectations.
  
'''Phantom Thought'''
 
 
Draw illusion from another's mind.
 
Draw illusion from another's mind.
 +
Similar to Persuasive Procession, but you give control over the illusion to a target's subconscious. You can give a general theme of the illusion, and the target will fill in the details. This frees you from having to concentrate on controlling the illusion, and it will always look and act appropriately to the target's expectations.
 +
A target with high self-confidence may be able to push the illusion to fit their agenda, but this actually makes it harder for that observer penetrate the illusion.
  
Similar to Phantasmal Procession, but you give control over the illusion to a target's subconscious. You can give a general theme of the illusion, and the target will fill in the details. This frees you from having to concentrate on controlling the illusion, and it will always act appropriately to the target's expectations.
+
==== Persuasive Paradigm ====
A target with high self-confidence will be able to convince any illusory creatures to do as they wish, but this does not let them penetrate the illusion.
+
Illusory world.
  
'''Private Phantasm'''
 
 
An illusion around a creature replaces all sensations.
 
An illusion around a creature replaces all sensations.
 
+
The target must be in your power for you to do this.
 
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.  
The target must be in your power for you to do this.
 
 
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. It is tricky but possible to manipulate the target into actions that makes sense in their perception, but serves you in the real world.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== 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.
+
Create illusory objects and structures.
  
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.
+
You can create illusions of objects of any kind, with any appearance you desire, but they are insubstantial unless otherwise stated. 
 +
More advanced techniques allow illusions to gain limited, conditional reality.
  
Consequences can change details of the illusion, such as altered colors or the object becoming too pretty, bent, twisted or markings, letters, and numbers giving cluse or just not making sense.
+
Outcome determines duration:
 +
* '''Limited Outcome''' — lasts for immediate use.
 +
* '''Standard Outcome''' — lasts for the duration of a score.
 +
* '''Great Outcome''' — semi-permanent.
  
'''Illusory Enhancement'''
+
Objects larger than a human (or you, if you are larger than human), highly complex constructions, or items whose apparent Quality exceeds your Tier require increased Outcome.
Change the appearance of an object up to man size.
 
  
Change the appearance of an object up to man size. This can seem to give abilities your item do not actually have or hide abilities it does have.
+
Position depends on how quiet your workspace is and how much time you have.
You don't change the basic form and size of the object, but you can change 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 no such effect at any distance. If used, the items function normally, the illusion has no effect on damage or effectiveness.
 
  
When used against creatures,
+
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.
Illusion attacks cause pain and apparent wounds, but can only kill indirectly, by causing the mind to shut the body down. Level 4 harm is more likely to be a coma than death.
 
Obviously illusory attacks 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.
 
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'''
+
==== Construct Configuration ====
Make items invisible or create illusory items out of nothing.
+
Alter object.
  
You can make more extensive appearance changes on objects, making them invisible or creating illusory items out of nothing.
+
Alter the appearance of an existing object.
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.
+
You change the appearance of an object up to human size.
A weapon made invisible might grant an advantage at the start of a fight but battering will soon make it visible.
+
You do not change its actual size or mass, but you may radically alter its apparent form.
  
'''Shadow Structure'''
+
A stick may appear as a sword, a log as a mount, clothing as armor, or the reverse. 
Create semi-real things that only work for your crew.
+
This is a full-sense illusion, affecting sight, sound, smell, and touch.
  
As Phantasmal Fabrication, except that things you create can be semi-real, able to do what a poor example of such a thing usually does, but only when you will it to do so. For example you can create an illusory stone bridge that supports you and allies as a rickety wooden 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.
+
The illusion may suggest abilities the object does not have or conceal features it does.
 +
The object functions as its original form; the illusion does not alter effectiveness, but may mislead users into employing it incorrectly.
  
'''Mass Mirage'''
+
==== Construct Conjuring ====
Phantasmal Fabrication on a grand scale.
+
Illusory objects.
  
This is similar to 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.
+
Create illusory objects or render objects invisible.
 +
You can create illusory objects from nothing or make existing objects invisible. 
 +
Illusory objects can be manipulated as if real but cannot support weight.
 +
 
 +
You may create larger objects, up to the size of a large carriage. 
 +
Illusory effects may now extend outward — for example, missiles from an illusory weapon can produce illusory Harm at range.
 +
 
 +
An invisible weapon may grant an advantage initially, but use and impact tends to reveal it for what it is.
 +
 
 +
''When used to create weapons:''
 +
Illusory attacks cause pain and apparent wounds that fade at the end of the score. 
 +
Illusions cannot kill directly and cannot affect [[Mind_Powers_(FiD)#Insensate|insensate]] things lacking cognitive capacity. 
 +
Describe the form of the attack; relevant vulnerabilities and resistances apply to the illusory Harm.
 +
 
 +
==== Construct Conception ====
 +
Create shadow objects.
 +
 
 +
As Phantasmal Fabrication, but objects you create can be [[#Shadow_Illusions|shadowy]], semi-real. 
 +
They function as what they depict but with reduced effect, and only for you and your allies.
 +
 
 +
For example, you might create an illusory stone bridge that supports your Crew like a wooden bridge, but offers no support to others.
 +
 
 +
[[#Shadow_Illusions|Shadow]] objects way can affect mindless things and physical objects
 +
Tools and weapons function as basic, functional examples — usable, but imperfect.
 +
 
 +
==== Construct Coalescence ====
 +
Huge illusions.
 +
 
 +
Create illusory objects and structures on a massive scale.
 +
This expands Construct Composition to mass production or monumental construction. 
 +
You may create large numbers of objects or enormous structures such as ships, buildings, towns, or small landscapes.
 +
 
 +
Complex scenes or varied objects may require additional concentration or rolls to maintain, but this does not increase stress cost beyond the initial use.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
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.
+
Create illusions of destruction and collapse.
 +
'''Nothing is really damaged, it just looks that way'''.
 +
 
 +
Illusion does not wreck directly, as its effects are unreal until Shadowy Shatter
 +
Illusion excels at causing apparent mayhem without lasting collateral damage. 
 +
This makes Wreck Illusion ideal for getaways and misdirection — a bridge that seems to collapse behind you, a gate that appears smashed, or a building that looks unsafe to enter.
 +
 
 +
Position depends on the situation. 
 +
If you are unseen, undisturbed, and understand what you are pretending to destroy, the Position is '''Controlled'''. 
 +
If enemies are present, the structure is unfamiliar, or the illusion risks provoking real accidents, the Position may be '''Desperate'''.
 +
 
 +
The Outcome required depends on the apparent scale of the destruction
 +
* '''Standard Outcome''' creates the illusion of a car-sized (or smaller) breach or collapse. 
 +
* '''Great Outcome''' allows larger destruction.
 +
Repeated or excessive use strains credibility — an illusion of a rifle breaking ten times invites someone to test it and discover it still functions.
 +
 
 +
==== Faux Fracture ====
 +
Personal scale illusion.
  
Position depends on the situation; if you are unseen and undisturbed and know what you are pretending to bring down you have a controlled position. If lots of enemies are about, you don't know what you will uncover, or you might trigger an accident the position might be desperate.
+
Create 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.
  
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.  
+
Illusory attacks cause real pain and apparent damage that fades at the end of the score.
The item is still there, but appears obviously broken. Its hard to make multiple such outcome credible, if you make an illusion a broken rifle ten times someone is bound try to use their "broken" rifle and find it works.
+
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.
  
'''Faux Fracture'''
+
Unlike most illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive capacity, though the damage itself remains unreal.
Illusion of damage to an object.
 
  
This is illusory destruction of fragile things that you could destroy with a sledgehammer, this applies in combat too.
+
==== Faux Fissure ====
See the introduction to the Illusion power for rules of illusory attacks.
+
Structural scale illusion.
  
'''Phantom Fracture'''
+
Create the illusion of damage to a solid structure.
Illusion of damage to a place.
+
This is Faux Fracture applied to stronger targets, such as walls, gates, or fortifications. 
 +
It functions as a Fine and Potent illusory sledgehammer when used against creatures.
  
Faux Fracture on something strong, like a strong wall.  
+
==== Faux Fault ====
 +
Temporary damage.
  
'''Shadowy Shatter'''
+
Illusory damage that creates exploitable openings usable by the crew.
Phantom Fracture, but semi-real.
+
This functions as Faux Fissure, but the damage becomes temporarily exploitable at your discretion. 
 +
You might create an illusory hole in a wall that you and your Crew can pass through, but which fades over time or as you direct.
 +
As the illusion fades, so does your ability to exploit it.
  
Phantom Fracture, except that the damage you do is semi-real, unable to do its normal function, but only when you will it to do so. For example you can create an illusory hole in a wall you and your crew can use, but doesn't let others pass. 
+
==== Faux Fragmentation ====
 +
Area illusion.
  
'''Apocalyptic Artistry'''
+
Create city-scale illusions of devastation.
City-sized Phantom Fracture.
+
This expands Phantom Fracture out to the limits of Range (p. 221), creating the appearance of widespread destruction across districts or entire cities.
  
Rather straightforward, this just scales things up.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:55, 3 February 2026

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

What is an Illusion

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

Illusions are Real

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

Illusory Attacks

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

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

Shadow Illusions

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

Specters

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

Plane of Illusion

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

Illusion Abilities

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

Expanded Illusion Abilities

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

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

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Attune

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

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

Sense Spectre

Detect Illusions.

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

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

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

Sever Spectre

Dismiss Illusion.

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

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

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

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

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

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

Summon Spectre

Summon Spectres.

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

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

Specters come in two broad types:

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

Sublime Spectre

Illusion gate.

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

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

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

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

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

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

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Command

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

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

Menacing Mirage

Intimidating aura.

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

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

Message Mirage

Signalling illusion.

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

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

Majestic Mirage

Impressive scene.

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

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

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

Mirage Arcana

Grand scene.

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

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

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Consort

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

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

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

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

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

Makeover Mirage

Full-body mask.

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

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

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

Monster Mirage

Illusory transformation.

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

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

Metamorphosis Mirage

Transform crew.

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

Mob Mirage

Transform crowd.

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

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

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Finesse

Use Illusion for deceptive weapons, movement, and misdirection.

Phantom Pilot

Disguise Ride.

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

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

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

Phantom Precision

Illusory attack.

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

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

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

Phantom Path

Illusory routes.

Alter the appearance of roads and paths. You make roads, trails, or passages appear to vanish, divert into poor terrain, or exist where none are present.

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

Phantom Passage

Create shadow rides.

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

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Hunt

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

Shadow Seeker

Track images.

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

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

Shadow Shot

Illusory snipe.

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

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

Shadow Shift

Phantom environment.

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

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

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

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

Shadow Surge

Illusory area attack.

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

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

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Prowl

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

Image Invisibility

Become almost invisible.

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

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

Image Infiltration

Teleport and distract.

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

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

Image Incursion

Crew intrusion.

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

Image Inversion

Appearance teleport.

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

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

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

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Skirmish

Prosper in the chaos of battle through deception and misdirection.

Echo Evasion

Resist illusory harm.

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

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

Echo Engagement

Illusory melee.

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

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

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

Echo Expanse

Illusory obstructions.

Create illusory obstructions that negate Scale (p 221). You conjure convincing hindrances — spectral allies, false barriers, shifting mazes, or concealing mist — that break up enemy formations. This negates the advantage of numbers without creating lasting terrain. You can also make one Echo Engagement as a part of this.

Echo Excision

Area attack.

Echo Engagement as an area attack. Fine and Potent illusory attack against all enemies in the skirmish. This is Illusory Elite applied across the entire engagement. You negate the advantage from Scale (p. 221) and spread your Effect across multiple opponents, inflicting full Illusory Skirmish Harm against a Cohort Gang.

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Study

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

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

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

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

Illusory Insight

Identify Illusion.

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

Illusory Imprint

A view from your memory.

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

Illusory Inheritance

A view from the past.

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

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

Illusory Imago

See everything.

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

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Survey

Perceive and locate illusions.

The Outcome required depends on concealment:

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

Project Probe

Detect Illusion.

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

Project Perception

Image that updates.

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

Project Presence

Pursuing image.

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

Project Perspective

Create a live illusory map of a vast area.

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

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Sway

Convince others by showing them illusions.

Persuasive Phantom

Illusory persona.

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

Persuasive Procession

Illusory crowd.

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

Persuasive Performance

Illusory expectations.

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

Persuasive Paradigm

Illusory world.

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

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Tinker

Create illusory objects and structures.

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

Outcome determines duration:

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

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

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

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

Construct Configuration

Alter object.

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

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

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

Construct Conjuring

Illusory objects.

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

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

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

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

Construct Conception

Create shadow objects.

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

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

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

Construct Coalescence

Huge illusions.

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

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

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Wreck

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

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

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

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

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

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

Faux Fracture

Personal scale illusion.

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

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

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

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

Faux Fissure

Structural scale illusion.

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

Faux Fault

Temporary damage.

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

Faux Fragmentation

Area illusion.

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

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