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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
• 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.
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.
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.
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