PRISM
PRISM
Operatives / Deception specialist

PRISM

Ada Neri · Deception specialist

Helix Directorate

Ada Neri built the Directorate’s public holograms. She now tests how far a carefully chosen illusion can bend an order without openly disobeying it.

01

Before the blackout

Ada Neri built the Directorate’s public holograms. She now tests how far a carefully chosen illusion can bend an order without openly disobeying it.

02

Passive ability

Refraction briefly shows which direction an enemy scan originated from. Repeated scans do not reveal exact coordinates.

03

Active ability

Mirror Run projects a straight-running duplicate. It has no collision and dissolves when hit.

04

Signature ability

Split Stage creates three stationary echoes around one cover position. Footsteps and muzzle flashes still identify the real operator.

05

Strengths, limits & counters

Prism steals seconds from hurried attackers. Patient observation, sound and crossfire defeat her illusions more reliably than spraying every image.

06

Your place in the team

Solo: send Mirror Run toward a tempting doorway and watch the response. Duo: move opposite your partner’s decoy. Trio: use echoes to hide a change of angle. Squads: pair Split Stage with a real rotation; four teammates standing still waste the illusion.

07

Recommended loadout

VERDICT punishes a target that fires at the wrong image. FLICKER covers the close exit when the deception breaks. Move after the first burst rather than sharing the same position with every echo.

08

Reading the specifications

Mobility, armor and utility use ratings from 0 to 100; a higher value means more capability in that category. Armor is not a health total or a percentage of damage blocked. Ratings compare operators only, not operators with vehicles.

Connected records

VERDICTWP—01
FLICKERWP—02
CIPHEROP—03
SLIPSTREAMVC—04

Further reading

The city that forgot its name

Veyra was built to remember everything. Then someone learned how to edit it.

A squad is a shared signal

Useful callouts, recoverable mistakes and the difference between four players and a team.