Illusion Powers (FiD)

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

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

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

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

Illusory attacks cannot affect insensate things that lack the capacity to interpret sensory input. This includes objects and creatures below a threshold of perception, such as bacteria and ordinary plants. Observers may perceive such targets as taking damage, but the apparent damage fades over time.

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

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

Illusion Power Effects Table

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Dream Detection
Detect illusory creatures and powers.
Sever Spectre
Dismiss a specter or end an illusion power.
Summon Spectre
Call a specter from another plane.
Dream Domain
Gate to the realm of dreams or into a dream.
Command Menacing Mirage
Scary or awe-inducing images or sounds.
Message Mirage
Send an illusion of yourself to communicate.
Majestic Mirage
Full-sense scary or awe-inducing illusions.
Mirage Arcana
Vast scary illusions.
Consort Makeover Mirage
Illusory full-body mask.
Monster Mirage
Assume the appearance of any other creature.
Metamorphosis Mirage
Give a willing or helpless creature any appearance.
Mob Mirage
Change the appearance of large number creatures.
Finesse Vehicle Veil
Change the appearance of a mount or personal vehicle.
Mirage Melee
Create an illusion of a fine and potent melee weapon.
Phantom Path
Alter the appearance of a road, misleading travelers.
Phantom Passage
Create phantasmal steeds.
Hunt Shadow Seeker
Track any creature you have a good mental image of.
Shadow Shot
An illusory fine and potent ranged attack.
Shadow Shift
Change the appearance of your surroundings.
Shadow Surge
Illusory attack similar to a fine and potent grenade.
Prowl Invisibility
Become almost invisible.
Image Exchange
Teleport and leave an image behind.
Shared Self
Use Invisibility and Image Exchange on others.
Illusive Excursion:
Teleport crew to a similar-looking place.
Skirmish Illusory Armor
Block psychic damage.
Illusory Elite
Fine and potent illusory melee attack.
Illusory Obstacle
Negate scale.
Illusionary Onslaught
Fine and potent illusory attack against all.
Study Identify Illusion
Identify illusions.
Illusion Insight
Learn the powers and abilities of an illusion.
Illusory Echoes
A view from the past.
Panopticon
You see everything in a wide area.
Survey Detect Image
Sense illusions and invisible things.
Perceptive Image
Create an illusion, reality updates it.
Real Image
Let reality make an illusion.
Omnipresence
Create an illusion of a huge area, reality updates it.
Sway Persuasive Phantom
Convincing visual image up to the size of a human.
Phantasmal Procession
Full-sense illusion of a stage and actors.
Phantom Thought
Draw illusion from another's mind.
Private Phantasm
An illusion around a creature replaces all sensations.
Tinker Illusory Enhancement
Change the appearance of an object up to man size.
Phantasmal Fabrication
Make items invisible or create illusory items out of nothing.
Shadow Structure
Create semi-real things that only work for your crew.
Mass Mirage
Phantasmal Fabrication on a grand scale.
Wreck Faux Fracture
Illusion of damage to an object.
Phantom Fracture
Illusion of damage to a place.
Shadowy Shatter
Phantom Fracture, but semi-real.
Apocalyptic Artistry
City-sized Phantom Fracture.

Expanded Illusion Powers

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

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


Attune

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

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

Dream Detection

Detect specters and Illusion powers.

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

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

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

Sever Spectre

Dismiss a specter or end an Illusion power.

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

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

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

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

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

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

Summon Spectre

Call a specter from another plane.

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

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

Specters come in two broad types:

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

Dream Domain

Gate to the Land of Dreams or into a dream.

Illusion is linked to the Land of Dreams, where Illusion dominates reality. This realm is fluid, unstable, and subjective, as described in the Introduction.

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

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

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

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

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

Command

Illusions don't control creatures tied to the power; instead, they create illusions that can influence anyone. They are not as direct as issuing commands, you have to craft illusions to provoke the desired reaction. The key principle is "show, not tell", the image can move and make sounds but is not good at speaking, tough it can manage a few emphatic words.

Menacing Mirage

Scary or awe-inducing images or sounds.

You can either give yourself an intimidating aura or create a threatening image and sound, roughly human-sized, up to a cubic meter in volume, or a sound equal to a lion's roar. The image can be moved and interact with creatures, but it lacks even the illusion of physical solidity. The illusion provides enough leverage to use Command for intimidation, without actual violence or revealing your involvement. Freestanding images also confuse targets about what is intimidating them, making your work subtle.

Message Mirage

Send an illusion of yourself to communicate.

This creates an illusion of you that appears near a creature you have a clear mental image of. You can see, hear, and speak as if you were there. Your image will follow them around, and your perception is focused on your target and nearby things the target points out.

Majestic Mirage

Full-sense scary or awe-inducing illusions.

This is a full-sense illusion the size of a house. It can be a group of about a three dozen people or things enough to fill a small square. This illusion can speak and act out a scene under your instructions. You do not need to control the image in detail, it will automatically orient itself against people to interact. An illusion suitable to the occasion will impress from a position of advantage, like a Fine item does.

Mirage Arcana

Vast scary illusions.

This is the same as Majestic Mirage, but on a grand scale. You can create a small army or illusory terrain like a forest or mountain. It is easy to create simple scenes that don't involve people interacting with each other such as terrain features or a city seen from a distance. A complex scene requires more concentration to maintain and this might require additional rolls, but such rolls won't risk stress like the initial use does.


Consort

You change the appearance of creatures, first yourself, then others, and finally a crowd.

Makeover Mirage

Illusory full-body mask.

Add any illusory clothes and accessories to your outfit. You do not change your shape, you accessorize and change details such as hair, skin color, and details like face and voice. This can mask your identity or create fabulous outfits. You cannot change your size and shape, but illusory clothes and accessories can act as a instant disguise.

Monster Mirage

Assume the appearance of any other creature.

You can change into the appearance of any creature or object. This can help your interactions with people, tough extreme size changes are impractical, making yourself look tiny will not let you pass through small spaces and people may run into parts of you they cannot see. Making yourself huge requires that you use other powers to physically interact at your new apparent reach. You don't get any of the abilities of your assumed appearance, you can't swim or breathe water as an illusory fish or fly as an illusory bird.

Metamorphosis Mirage

Give a willing or helpless creature any appearance.

This is Monster Mirage applied to others. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and can potentially be permanent, depending on the the story.

Mob Mirage

Change the appearance of large number creatures.

This is Monster Mirage applied to all the creatures you can see. You can give each an individual appearance or create a faceless mob By changing the appearance of many creatures at once, you can confuse people about who is who. This can cause chaos on the street, in a court, or on a battlefield. People will not automatically realize their own appearance has changed, causing further confusion.


Finesse

Illusory weapons and rides.

Vehicle Veil

Change the appearance of a mount or personal vehicle.

You can change the appearance and to a lesser extent sound of your ride in any fashion you wish. The illusion covers the vehicle and any tracks as long as you maintain the effect. Covering a large ride like a yacht, bus, or dragon requires great outcome.

You can alter individual rides for each of your crew as an advanced power.

Mirage Melee

Create an illusion of a fine and potent melee weapon.

Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. You should describe the illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.

Phantom Path

Alter the appearance of a road, misleading travelers.

You can make roads and paths seem to disappear or lead into poor terrain and create the appearance of roads when there are in fact none. If others can see you riding on a road you concealed this will lead pursuers to doubt the illusion, and locals who know the terrain are hard to fool.

Phantom Passage

Create phantasmal steeds.

You create phantasmal steeds or vehicles for you and your crew. These perform as ordinary vehicles of their kind, but appear as misty shadows, make no noise, and leave no trail.


Hunt

Shadow Seeker ==== Track anything you have a good mental image of.

You follow the memory something creates on the world-image as it moves. These tracks don't last long, and get confusing when many similar things are in the area. Consequences here are mainly from the environment and population and various dangers you might get into; obstacles, getting lost, traps, or even an ambush.

Shadow Shot

An illusory fine and potent ranged attack.

Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. You should describe the illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage. Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat. Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.

Shadow Shift

Change the appearance of your surroundings.

You can cover a single house indoors or a city block or about an acre outdoors. The change can be dramatic, but only changes the appearance of things that exists, it cannot create new things or make things invisible. Example are to make rocks and trees look like statues or make a fence appear as a strong wall.

The illusion affects all senses, but if pushed against it offers no physical resistance. You can create environmental effects like mist, rain, smoke, and the heat and scents like that of flowers, a bog, or fire.

This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, snow and the like are likely to make people want to stay indoors or run out as the case may be. Consequences commonly distract you and your allies or allow a few opponents to pierce the illusion.

Shadow Surge

Illusory attack similar to a fine and potent grenade.

An escalation of Shadow Shot, this affects all enemies in a single location. The effect is more powerful but less precise. The illusion even includes some illusory damage to the environment, which can fool onlookers but soon fades.


Prowl

Erase your own image and that of allies. Illusion is good at hiding, but offers little aid to mobility.

Invisibility

Become almost invisible.

Become almost invisible, you can use Prowl to sneak just about anywhere. This is a very good stealth power, but not perfect, the air wavers just a bit and you glow very faintly in the dark. Sounds you make, strong light, and perfect darkness are your enemies.

Image Exchange

Teleport and leave an image behind.

Create an illusion of yourself at a spot you can see within the range of a long-range weapon. You then exchange position with this image, which tries to run away on its own, distracting enemies.

Shared Self

Allow others to use Invisibility and Image Exchange.

This is often a group action. Allies use their own Prowl action.

Illusive Excursion

Teleport crew to a similar-looking place.

Teleport between two places that look so similar that causal observation cannot tell them apart. You can use other illusions to make the two places match. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.


Skirmish

Prosper in the chaos of battle through deception and misdirection.

Illusory Armor

Resist illusory harm.

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

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

Illusory Elite

Fine and Potent illusory melee attack.

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

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

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

Illusory Obstacle

Create illusory obstructions that negate Scale.

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

Illusionary Onslaught

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

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

Study

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

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

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

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

Identify Illusion

Identify illusions.

This gives the name of the ability used and very basic information in narrative terms, but not details or actual rules. You can now see through the illusion, learn that what you see is an illusion, and what it is supposed to depict.

Illusion Insight

Learn the powers and abilities of an illusion.

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

Illusory Echoes

A view from the past.

See a past image of an place, view, illusion, or specter. This is much like playing a film backwards, but you can skip sections that do not interest you.

Panopticon

You see everything in a wide area.

You see everything in a wide area. Darkness, walls and barriers do not limit vision, but enclosed spaces do. Provides a detailed view of events involving Illusions as far as you can see, pinpointing locations of interest. You can then play back what you see in the area (not just the illusions), like Illusory Echoes over this vast area.


Survey

Perceive and locate illusions. The outcome you need depends on the target's concealment.

  • Limited outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard outcome can look behind walls and into hard cover.
  • Great outcome can look into far-away places and spots you had no idea existed.

Detect Illusion

You can detect illusions and invisible things.

This is a basic spotting power, selectively sensing illusions of a sort you specify.

Perceptive Image

Create an illusion, reality updates it.

Make a small illusory image of a known location. This will show the location as it looks now and the image is updated in real time as long as you concentrate on maintaining it.

Real Image

Let reality make an illusion.

As Perceptive Image, but focused on a known creature rather than a location, following that creature around as it moves.

Omnipresence

Create an illusion of a huge area, reality updates it.

As Perceptive Image but on a grand scale; you can represent several city blocks or a large terrain feature such as a wood, field, or hill and shift the view to see from a certain angle or location.


Sway

Convince others by showing them illusions.

Persuasive Phantom

Convincing visual image up to the size of a human.

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

Phantasmal Procession

Full-sense illusion of a stage and actors.

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

Phantom Thought

Draw illusion from another's mind.

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

Private Phantasm

An illusion around a creature replaces all sensations.

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


Tinker

You can create an illusion of any type of object, with an appearance as glamorous as you wish, but it is insubstantial. More advanced illusory tinkering can give these illusions limited reality. The outcome determines how long it will last.

  • Limited Outcome makes an object that lasts for immediate use.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome is semi-permanent.
  • Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.

Position depends on how quiet your workplace is and how much time you have to work with.

Consequences can change details of the illusion, such as altered colors or the object becoming too pretty, bent, twisted, or with markings, letters, and numbers giving clues or just not making sense.

Illusory Enhancement

Change the appearance of an object up to man size.

Change the appearance of an object up to man size. This can seem to give abilities your item do not actually have or hide abilities it does have. You don't change the basic form and size of the object, but you can change its form and appearance, turning a stick into a sword, 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 the recoil and muzzle flash of a gun, but don't work at range. If used, the items functions as the original object, the illusion does not change effectiveness, tough it can fool people into using the item in the wrong way.

Phantasmal Fabrication

Make items invisible or create illusory items out of nothing.

You can make more extensive appearance changes, making objects invisible or creating illusory items out of nothing. People using illusory items can manipulate them as if they were real, but the illusion cannot support any weight. You can make larger objects, up to the size of a large carriage. Objects that produce effects can now reach further, such as missiles from a missile weapon reaching out to create illusory damage at range. A weapon made invisible might grant an advantage at the start of a fight but battering will soon make it visible.

When used against creatures, Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Illusory attacks cannot affect insensate things that lack cognitive abilities. This includes objects but also creatures under a certain threshold of perception and imagination, like bacteria. You should describe the illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.

Shadow Structure

Create semi-real things that only work for your crew.

As Phantasmal Fabrication, except that things you create can be semi-real, able to do what a poor example of such a thing usually does, but only when you will it to do so. For example you can create an illusory stone bridge that supports you and allies as a rickety wooden bridge would, but doesn't support others at all. Tools and weapons made this way perform as a basic example of what they imitate, functional but not fancy or exact but unlike other illusory attacks, these can affect mindless things such as objects.

Mass Mirage

Phantasmal Fabrication on a grand scale.

This is similar to Shadow Structure, but you mass produce objects, even a set of different objects. You can also make something huge, such as a ship, building, town, or small landscape.


Wreck

Cover things with illusions of destruction. Illusion is one of the weaker wrecking powers since its unreal until Shadowy Shatter, you can make things look broken to deny them to the enemy but its hard to get much use of the destruction yourself. On the bright side you can cause apparent mayhem without any lasting collateral damage. This makes Wreck illusion great as a getaway distraction, when a gate or bridge collapses behind you.

Position depends on the situation; if you are unseen and undisturbed and know what you are pretending to bring down you have a controlled position. If lots of enemies are about, you don't know what you will uncover, or you might trigger an accident the position might be desperate.

The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome. The item is still there, but appears obviously broken. Its hard to make multiple such outcomes credible, if you make an illusion of a rifle breaking ten times someone is bound try to use their "broken" rifle and find it works.

Faux Fracture

Illusion of damage to an object.

This is the illusory destruction of fragile things that you could destroy with a sledgehammer. This applies to both people and objects. Illusory attacks cause pain and apparent wounds which fades into insignificance at the end of the score. Illusions can only kill by provoking actions with lethal consequences. Unlike other illusory attacks, Wreck Illusion can affect objects and insensate things that lack cognitive abilities. You should describe an illusory attack, and any vulnerability or resistance the target has that would work against the attack you describe will work against the illusory damage.

Phantom Fracture

Illusion of damage to a place.

Faux Fracture on something strong, like a strong wall. Can make a fine and potent illusory attack.

Shadowy Shatter

Phantom Fracture, but semi-real.

Phantom Fracture, except that the damage you do is semi-real, able to be exploited, but only when you will it to be so. For example you can create an illusory hole in a wall you and your crew can use, but which doesn't let others pass. As the illusion fades over time, so does your ability to exploit it.

Apocalyptic Artistry

City-sized Phantom Fracture.

Rather straightforward, this just scales things up.


Wreck

Create illusions of destruction and collapse.

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

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

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

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


Wreck

Create illusions of destruction and collapse.

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

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

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

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

Faux Fracture

Create the illusion of damage to an object or creature.

You create the appearance of destruction to objects or creatures you could plausibly destroy with a sledgehammer.

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

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

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

Phantom Fracture

Create the illusion of damage to a solid structure.

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

Shadowy Shatter

Create semi-real illusory destruction.

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

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

Apocalyptic Artistry

Create city-scale illusions of devastation.

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