Normal Topic Illusions A: Applications (Read 1963 times)
polarboy
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Illusions A: Applications
Dec 4th, 2009 at 2:22am
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After reviewing the way characters use Illusions A in many of the published materials, here are some guidelines I'd suggest when using this power.

Each of the following requires one action per turn.
  • Use illusions to hide one's location, such as Mirage from Most Wanted Vol. 1. In this case, I would allow Player Characters the same Detect Hidden chance they normally receive when facing opponents with invisibility (revised rules, p. 14).

  • Maintain one significant illusion, such as an imaginary monster used by Sprite in Pre-Emptive Strike or one of the illusionary creatures included as counters for Dreamweaver in Crisis at Crusader Citadel.

  • Maintain a group of nearly identical illusions, such as the duplicates Celeste might create of herself in Alone into the Night. I suggest limiting the number of mirror-images to 1/3 the illusionist's Intelligence (round up). This would also apply to the number of opponents Mirage can appear to inflict with imaginary wounds.

  • Maintain a halluscinary terrain, such as the pop art landscapes and illusionary boxing ring created by Od in Most Wanted Vol. 1. In this case, I would allow Player Characters standard detection rolls to avoid any real traps veiled within the chaos.

With halluscinary terrain and similarly complicated illusions, range/radius = Intelligence x 4 inches (following the guidelines for Phantasmal Forces in the original rulebook, p. 15).
« Last Edit: Dec 4th, 2009 at 3:31am by polarboy »  
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polarboy
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Re: Illusions A: Applications
Reply #1 - Dec 5th, 2009 at 1:41am
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One more thing.

When applicable, I may use the Phantasmal Forces attack/defense type on the original rulebook combat table for actions regarding Illusions A.

Physical contact with any visual illusion usually will reveal that it is not solid (unless the illusion covers an already solid object).

It is up to the character controlling an illusion to determine how the illusion responds when hit.

« Last Edit: Dec 5th, 2009 at 2:12am by polarboy »  
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John
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Re: Illusions A: Applications
Reply #2 - Dec 5th, 2009 at 2:14am
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Thanks,  illusions are one of the hardest powers to role play.     And in the hands of an imaginative player,  very effective.
  

I am scary, very, very scary.
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John
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Re: Illusions A: Applications
Reply #3 - Dec 5th, 2009 at 2:33am
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When my players tried to recruit new NPC's for their superteam, the one they were most impressed with was a guy that called himself Captain Spectacular.  When they asked what he could do, he said, "The better question is, what can I NOT do."
    He copied all their powers, and did some amazing feats, even miraculous ones.   
   It later turned out that he was Puck from A Midsummer's Night Dream using his Audible and Visual Illusions  and couldn't really powerblast anvils into dust, or pull out squid creatures from his own private pocket universe.
      They were still impressed with how he made everyone think he was all powerful.
  

I am scary, very, very scary.
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polarboy
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Re: Illusions A: Applications
Reply #4 - Dec 5th, 2009 at 3:34am
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John wrote on Dec 5th, 2009 at 2:14am:
Thanks,  illusions are one of the hardest powers to role play.     And in the hands of an imaginative player,  very effective.

Thanks. I'm glad you found these interesting/helpful. I also liked the way you incorporated Illusions and Shakespeare into your game.
  
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Majestic
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Re: Illusions A: Applications
Reply #5 - Dec 5th, 2009 at 4:12pm
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John wrote on Dec 5th, 2009 at 2:14am:
Thanks,  illusions are one of the hardest powers to role play.     And in the hands of an imaginative player,  very effective.


Agreed; Illusions B can also be extremely potent and effective in the hands of a creative, imaginative player.
  
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Majestic
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Re: Illusions A: Applications
Reply #6 - Dec 5th, 2009 at 4:16pm
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polarboy wrote on Dec 5th, 2009 at 1:41am:
One more thing.

When applicable, I may use the Phantasmal Forces attack/defense type on the original rulebook combat table for actions regarding Illusions A.

Physical contact with any visual illusion usually will reveal that it is not solid (unless the illusion covers an already solid object).

It is up to the character controlling an illusion to determine how the illusion responds when hit.



I've thought about incorporating some of the attack forms from the 1st Edition rulebook as well, but hesitated (not wanting to add too much complexity to our game).  Phantasmal Forces seems like one of those things that doesn't really fall into any other category, so it might be one that would be fun to use the original chart on.
  
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polarboy
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Re: Illusions A: Applications
Reply #7 - Dec 8th, 2009 at 2:39am
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Majestic wrote on Dec 5th, 2009 at 4:16pm:
I've thought about incorporating some of the attack forms from the 1st Edition rulebook as well, but hesitated (not wanting to add too much complexity to our game).  Phantasmal Forces seems like one of those things that doesn't really fall into any other category, so it might be one that would be fun to use the original chart on.

As a follow-up, here's more information about using that attack/defense type with Illusions A.

In the original rules, Phantasmal Forces has a base chance to hit of 16 against all defenses that convert into the revised rules except for Astral Projection (base = 0), Light Control (base = 3), Non-Corporealness (base = 0), and Willpower (base = 0; using the original defense type called Control of Self).

Here's how the Phantasmal Forces defense looks against the attack types converted into the revised rules.

CP DR EC FP FF GC HH IP LT LG MP MC PR PB SA TR VP
08 00 13 12 10 08  03 10 05 11 11 11  11 05 08 08 05
« Last Edit: Dec 8th, 2009 at 2:43am by polarboy »  
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