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Power Profile: Illusion Powers

Things in a super-powered world are quite often not as Insight skill bonus is PL+10, the GM may choose to modify
they seem, especially with those able to wield powers the power level limit for Illusion effects based on how the
that deceive the senses or create a variety of false images, effect is used.
sounds, or sensations. Although illusion powers are not
“real,” they can have very real effects by tricking their
targets into doing things they otherwise would not. Illusion Descriptors
The following are the key descriptors for illusion powers
The Illusion Effect and their particular implications.

Key for the powers in this profile is, of course, the Illusion • Sensory: The Illusion effect is a sensory effect. Illuso-
effect (Hero’s Handbook, pages 111–112), which has a broad ry powers not containing the Illusion effect or other
range of applications. However, many illusion powers are not sensory effects (Hero’s Handbook, page 93) may have
necessarily illusion effects, but based off other effects, like Af- the Perception Area extra or Sense-Dependent flaw
fliction or Concealment, for example. The illusion or sensory to reflect how they act upon the senses.
impression may be a descriptor for a different game effect.
• Impression: A sensory impression is an outside force
The Illusion effect’s primary purpose is to fool the targets’ that acts on the senses, causing them to perceive
senses into perceiving something that is not really there. If the illusion; so a visual impression is an actual image
that is not a power’s primary effect, then it may be based just as an auditory impression creates actual sound.
on an effect other than illusion. One example is an Illusory Amongst other things, impressions are detectable to
Affliction power (see Offensive Powers in this profile): false non-intelligent machines like cameras, microphones,
sensory impressions of the target suffering from some afflic- and similar equipment, having a measurable real-
tion, from a disease or binding to being on fire or covered in world effect.
stinging insects. Although the descriptor is an illusion, the
• Hallucination: A sensory hallucination, unlike an
effect is an Affliction; the imagery is just a descriptor. Some
impression, exists solely in the subject’s mind, which
of these illusion powers may have the Insidious or Subtle
fools the senses into believing they perceive some-
modifiers to reflect that the true origin of the effect is ob-
thing that is not really there. Hallucinations are un-
scured, but they do not necessarily have to have a Linked
detectable to targets lacking a mind (see Mental,
Illusion effect as part of their game description.
following) and may only be perceived by specific
Note that because the effect allows an Insight resistance targets, if the effect is Selective.
check, Illusion’s rank is limited by power level like any other
• Mental: Some illusions, particularly hallucinations,
resisted effect (this is also important for Illusion Resisted
are mental sensory effects and defined as targeting
by Will.) However, given that the power level limit on an

Power Profile: Illusion Powers 1


minds. Illusions Resistible by Will target minds and an illusionist might use an Illusion effect to counter
subjects lacking a mind (no Intellect or Awareness a mind-controlling Affliction. One area where illusion
ranks) are generally immune to their effects. See powers cannot counter is when there is no actual in-
the Mental Powers profile for more on minds and teraction between the illusion and the target: an illu-
mental sensory effects. sion of water cannot counter an actual fire effect, no
matter how real the water seems.
• Countering: Illusion powers may be able to counter
each other, directly (interfering with the source of
the illusion) or indirectly (one illusion countering
another, such as an illusionary “downpour” appear-
Illusion Features
ing to put out an illusionary fire—if nothing else, a Potential Feature effects associated with Illusion Powers
fire that was not put out by a downpour would bring include the following:
the reality of the fire into question, exposing the il- • Illusory Guise: You can project an illusion that you
lusion.) Illusory impressions may be able to counter are wearing a costume or uniform, allowing you to
other sensory effects by masking or overwhelming “change” instantly (as a free action) without any need
them. Similarly, other sensory effects using the same to carry other clothing. If your Illusory Guise also
medium as an illusion could counter it: a darkness- or completely conceals your identity (rather than just
light-based power could interfere with holographic making it look like you’re wearing different clothing)
illusions, for example, or a sonic power could counter see the Illusory Disguise utility power.
an auditory impression or vice versa. Hallucinations
may counter, or be countered by, mental effects—a • Prestidigitation: You can create minor illusions as
telepath might use Mental Communication or Mind “magic tricks” primarily suitable for entertainment, but
Reading to help counter a hallucinatory Illusion or potentially good for a circumstance bonus for interac-
tion skills or to distract targets from other happenings.

• Projected Display: You can create small, simple, and


Option: Illusions as Afflictions fairly obvious visual images suitable for displaying
An alternate way of handling illusions, particularly hal- information, the equivalent of showing 3-D pictures.
lucinations projected directly into a target’s mind, is as
a type of Affliction rather than a sensory effect. In this
approach, illusions have three degrees of effect, just like A Little Reality Goes a Long Way
other Afflictions:
The most effective illusions have a core of truth to them,
• First Degree – Figment: Minor changes in how
and illusionists tend to become skilled in Deception and
the subject perceives things: making people look
(but not sound) like someone else, altering or Insight, learning how to “read” their subjects and maxi-
editing details like colors, the presence or absence mize their abilities for the greatest effect. Some Sleight of
of small objects, background sounds, and so forth. Hand and Stealth may factor in as well.
• Second Degree – Phantasm: Fairly major changes One thing illusionists have to their advantage in a world
to the subject’s perceptions, including: adding a populated by super-powered heroes and villains is the
large and/or complex element such as an explo- range of “believable” tends to be much wider! While a
sion, a symphony, or fully interactive person, the person in the real world would be flabbergasted seeing
presence or absence of large or significant objects,
someone walk through a seemingly solid wall or float
making one thing look, sound, and otherwise
appear like something else. through the air, in a super-world, chances are ordinary citi-
zens have at least seen such things in video footage, if not
• Third Degree – Immersion: Complete control in person. Thus, most people’s immediate conclusion may
over the subject’s senses, able to change any- be “superhuman” but not necessarily “illusionist” unless
thing and everything about the environment,
they have a reason to think that. In this regard, wearing
from blank nothingness or total darkness to
making the subject perceive and interact with a (or at least appearing to wear) a garish costume can work
completely different setting that exists solely in in the illusionist’s favor, reinforcing the illusion!
the subject’s mind. The subject is Unaware of the
real world.
Overcoming Illusions
As a general rule, an Affliction with illusory conditions
is resisted by Will, although Fortitude may represent Af- Detecting and overcoming illusions requires a degree of
flictions involving hallucinatory drugs or similar things Insight; a successful Insight check (DC 10 + Illusion effect
affecting the target’s biology.
rank) reveals an illusion for what it is, provided the charac-
Illusory Affliction conditions can be combined with ter has some reason to believe the illusion may be false in
other conditions (or even mixed-and-matched with the the first place. This reason might be provided by a Percep-
new Variable Conditions modifier—see Modifiers, fol- tion or other skill check (particularly Expertise, revealing
lowing). Many have Limited Degree (needing only to some factual flaw in the illusion).
impose the Phantasm condition). Also like other Afflic-
tions, illusions can benefit from modifiers like Concen- Hallucinations can also be overcome through sheer force
tration, Cumulative, and Progressive. of will, a Will resistance check against DC 10 + effect rank.
Hallucinatory illusion powers are generally all Resistible

2 Power Profile: Illusion Powers


by Will unless the power’s basic effect is already opposed
by a Will resistance check.
Illusory Damage
You create an illusion of harm so profound the target

Modifiers reacts as if actually struck. The attack affects the target’s


mind rather than body. Successfully shaking off the illu-
The following new or expanded modifiers apply to some sion with a Will check immediately removes any “damage”
of the power effects in this profile. conditions caused by it.

• Psychic: You can “tailor” Illusions with this modifier, Illusory Damage: Perception Ranged Damage, Alternate
creating just what the subject expects to perceive. In Resistance (Will), Resistible by Will (removes damage),
particular, this power lets you create illusions based on Variable 2 (illusionary effects) • 2 points + 3 points per rank.
information known to the subject but not to you, such
as the voice or appearance of a loved one, or the im-
pression that you have proper documentation or au-
Sensory Deprivation
thorization in-hand. Treat the modifier rank as a Mind Your power overwhelms the target’s senses, driving them
Reading rank (Hero’s Handbook, page 117) and make towards a state of sensory deprivation. Before becoming
an opposed check (modifier rank versus target’s Will) completely overwhelmed, the target suffers penalties due
to determine the degree of information. You can only to the inability to properly perceive things.
“read” information from a subject in order to create an
illusion, although you could potentially (with the right Sensory Deprivation: Perception Ranged Cumulative
illusion power) create projected “shows” of a subject’s Affliction (Resisted and Overcome by Will; Impaired, Disabled,
thoughts or memories. A well-placed illusion general- Incapacitated) • 4 points per rank.
ly grants a circumstance bonus for related skill checks,
particularly interaction skills, and may void the need
for a check altogether in some circumstances (such as Vertigo
appearing to be an authorized person or carrying the
You create an illusion upsetting the victim’s sense of
proper ID). +1 cost per rank.
balance, causing the world to seem topsy-turvy and in-
• Variable Conditions: An Affliction effect with this ducing vertigo.
modifier can vary the conditions it imposes (see Af-
fliction, Hero’s Handbook, page 97). Choose condi- Vertigo: Perception Ranged Cumulative Affliction (Resisted and
tions when the Affliction is used rather than when Overcome by Will; Impaired, Prone, Incapacitated) • 4 points
per rank.
the effect is acquired. The Affliction is still limited to
its rolled degree of effect on the target unless it is
also Cumulative. +2 cost per rank. +1 cost per rank if
only one degree of the Affliction (first, second, or third) is
Variable, chosen when the modifier is applied.
Defensive Powers
The primary defensive abilities of illusion are conceal-
ment and confusion, making it difficult for opponents to
Offensive Powers know where and when to aim their attacks, or even if they
should attack at all!
Offensive illusion powers tend to trick targets in dan-
gerous ways or simply overwhelm their senses. At the
extreme end, powerful hallucinations might endanger
Hidden Cover
a target’s mental or even physical health; a victim who In combat, you make every effort to place yourself behind
truly “believes” an illusory attack can suffer sympathetic cover (Hero’s Handbook, page 193) which you then conceal
damage, perhaps even incapacitation or death. with an illusion. The effect makes it appear that attacks
bounce off you or glance aside before hitting you, while in
Illusory Affliction reality the attacker has hit the hidden cover and not you.
Successfully overcoming the power’s Subtle modifier with
You place a convincing hallucination of an affliction into a DC 20 Perception check allows the attacker to become
the target’s mind, causing the target to react (even at a aware of the boundaries of the cover and work around it
subconscious level) as if the affliction were real. The poten- normally.
tial effects are wide-reaching, from presenting the illusion
the target is bound in chains or a straightjacket to illusory Hidden Cover: Enhanced Advantage (Evasion 2), Protection,
illness, attacks by crawling insects, or wracking illusory Fades, Impervious, Subtle, Sustained • 3 points +1 point per
pain, perhaps due to equally false injuries or attacks. The rank.
target’s Will resistance checks to overcome the Affliction’s
conditions represent shaking off the illusion’s effects.
Illusory Concealment
Illusory Affliction: Perception Ranged Affliction (Resisted and
You create an illusion that you are simply part of the back-
Overcome by Will), Variable Conditions, Reversible, Subtle • 2
ground, blending into your surroundings, or effectively
points + 5 points per rank.
removing you from the perceptions of those around you.

Power Profile: Illusion Powers 3


A hallucinatory version of this power is Resistible by Will
(and possibly Selective).
Illusion
The broadest and simplest illusion power: you can create
Illusory Concealment: Concealment 10 (all senses), Blending or different types of false images and sensory impressions.
Resistible by Will • 10 points.
The most common Illusions are both visual and auditory,
costing 3 points per rank.
Illusory Double • Size: An illusion’s rank determines its size, from
You create a false double of yourself, usually while re- human sized around rank 2–3, car or truck sized at
maining hidden, perhaps using another power like Illu- rank 8–9, cargo container sized at rank 12–13, and
sory Concealment (previously) or the Hide in Plain Sight stadium sized by rank 20.
advantage and a Stealth check. • Appearance: An illusion large enough to cover
You manipulate your double much like a puppet, causing something can change its appearance, so an illu-
it to move, speak, and interact as if it were really you. The sionist can “wear” an illusion as a disguise or place
only difference is your double is not solid, merely an il- one over another person or object. Such an illusory
lusion. Still, it will appear capable of some impressive disguise requires maintenance as an active illusion,
effects, including defying gravity and passing through however, unless the subject is static (unlike the
solid objects (and likewise allowing attacks to pass Morph effect, which is a free action to maintain by
through it). You have to keep your double in perception default). So long as the illusion is effective, it provides
range in order to control it. If you’re successfully able to a +20 circumstance bonus to Deception checks to
maintain the ruse that the double is you, frustrated op- convince a target the subject is what it appears to be.
ponents will waste their efforts attacking it rather than If the illusion is overcome, the bonus vanishes along
the real you. with it.

Note that any character with a general Illusion effect with • Concealment: Similarly, certain illusions can offer
at least 2 ranks affecting sight and hearing can approxi- concealment (Hero’s Handbook, page 192). The illu-
mate this power. sion of a wall is just as effective concealment as that
of a real wall, at least in visual terms (although the
Illusory Double: Illusion 2 (Visual and Aural), Limited to a Double wall provides no cover or protection against area
of Yourself • 4 points. effects and attacks against it pass right through).
Overcoming the illusion removes any concealment
modifiers it imposes.
Movement Powers • Visibility: At the GM’s discretion, a visual illusion can
Most apparent movement powers created by illusion have the effect of decreasing visibility in the illusion’s
are faked, such as an illusory double apparently able to area like a use of the Environment effect, imposing a
fly, teleport, or walk through walls (being immaterial) –2 or –5 visibility modifier for things like creating an
through clever manipulation of the illusion, connected to illusion of fog, rain, or simple darkness. Successfully
the one semi-”movement” power associated with it. overcoming the illusion removes the modifier.

• Tricks: An illusion can also trick characters into


Illusory Projection harming themselves. Creating an illusion of a bridge
or balcony can cause someone who believes in the il-
You create an image of yourself similar to the Illusory lusion to step off a ledge and into open air and fall to
Double power (previously), except you place your con- the ground. Likewise, cloaking a wall with an illusory
sciousness within the image, allowing you to perceive image of what’s behind it may cause a fast-moving
through it as if you were actually present, and to channel opponent to crash into the barrier.
other sensory effects through its senses. Your effect rank
determines the distance you can project your illusory Illusion: Illusion • 1–5 points per rank.
“self”. The normal Insight check to detect Remote Sensing
becomes a check to sense that the projection is not real
instead. Illusory Disguise
Illusory Projection: Remote Sensing (Visual, Aural, and You can use illusions to change your appearance. This
Mental), Side-Effect (physical body is defenseless and does not change any of your traits, but provides a +20 cir-
immobile, –2), Noticeable • 1 point for rank 1 + 2 points per cumstance bonus to Deception checks to convince others
additional rank. you are what you appear to be. Your rank in Morph deter-
mines how extensive the change in appearance can be,
from a narrow group of forms at rank 2 up to any appear-
Utility Powers ance at rank 4.

Illusion powers have scores of potential uses, and cunning Illusory Disguise: Morph, Resistible by Will • 4 points per rank.
illusionists are always looking for ways they can trick
others, often in unexpected ways.

4 Power Profile: Illusion Powers


Sense Memory Addiction
You have a perfect memory for sensory experiences, similar The power to edit reality, or at least perception of it, can
to the Eidetic Memory advantage (Hero’s Handbook, page become addictive, and illusionists might fall prey to living
81), except your recall of information is not enhanced but, in a world of fantasy sensations rather than dealing with
given a sensory power, you can perfectly recreate any sen- hard, cold reality, to the point of ignoring real-world needs
sation you have experienced. This ability may allow you to and responsibilities. Similarly, an illusionist might addict
create more detailed and exacting illusions, such as the others to the same types of fantasies, then have to deal
sound of a symphony performance, re-created just as you with fulfilling the addicts’ needs.
heard it. At the GM’s discretion, Sense Memory can provide
you with a circumstance modifier, increasing the Difficulty
Class of noticing flaws in your illusions. Fame
Sense Memory: Feature 1 (Perfect Sense Recall) • 1 point. A known “special effects” or “artistic” illusionist might be
quite famous as an artist or performer, although this fame
cuts both ways: in addition to dealing with hordes of
True Perception adoring fans and the ever-curious media, the illusionist may
run into problems if the true nature of his or her powers is
Those who work with illusions often learn to perceive widely known. A known illusion may startle, but will not
past them, right to the true nature of things. This power affect someone for long if they’re certain it is not real.
is roughly equivalent to Immunity to Illusions and can be
treated in much the same way.
Prejudice
True Perception: Senses 5 (all senses Counter Illusions) • 10
points. Illusionists are deceivers by nature and may prove unpop-
ular with some, given their potential for misleading others,
causing them to question everything they see, hear, or
Vocal Mimicry otherwise experience. Known illusionists can create some
paranoia, which may be directed back at them.
You can accurately reproduce any voice. This ability is
most effective when coupled with a change in appear-
ance or some other way of concealing your appearance, Power Loss
such as speaking over a telephone or speaker system
where the listener cannot see you. Having others see through or disbelieve their illusions is
just one way in which illusionists may find their powers
Vocal Mimicry: Illusion 2 (Aural), Limited to Voices • 1 point. overcome. Some may also have other circumstances ren-
dering them effectively powerless. For example, a fey il-
lusionist who casts faerie glamours might see them dis-
Other Illusion Powers pelled by the touch of cold iron, while a technological
“effects wizard” might face difficulties with electromag-
There’s a degree of overlap between illusions and mental netic interference and similar technical problems.
powers. Indeed, the Hallucination power from the Mental
Powers profile can be considered both an illusion and a
mental power. Some illusionists have additional mental
Secret
powers, particularly things like Emotion Control involving The most common secret for illusionists is that they have
appropriate illusions. Likewise, the Decoys power from illusion powers in the first place! Illusions tend to be more
the Summoning Powers profile can be considered an il- effective when the targets don’t know they are not real,
lusion power as well as a summoning power. so illusionist characters may pretend to have different
Because illusory impressions work with light and sound, il- powers, or no powers at all, using their illusions to occa-
lusion powers may be connected with both Light Powers sionally trick their foes and leaving them wondering what
and Sonic Powers: an illusionist able to create realistic happened. Situations where the illusionist struggles to
holograms (three-dimensional light “sculptures”) might hide the truth, or takes a less convenient path to maintain
be able to shape light in other ways, just as an illusion- the secret, award a hero point.
ist able to perfectly mimic sounds can potentially create
other sonic effects. Weakness
Illusion Complications Illusionists who rely solely on their powers of deception
often face the complication that they have no “real” de-
Playing with perceptions can create complications, par- fenses. This in itself isn’t worth a hero point award, but
ticularly since illusionists rely heavily upon subtlety and situations where an opponent sets out to exploit the char-
deception to make their powers effective. The following acter’s vulnerability may be, such as when an illusionist
are some complications involving illusion powers that can hero faces off against a foe specially equipped to ignore
crop up in your M&M games. or resist illusions, leaving the hero open to attack.

Power Profile: Illusion Powers 5


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6 Power Profile: Illusion Powers

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