Here is an overhaul of the Illusion power.
First off, solid illusions are their own power called Constructs.
Illusion is the power to fool the senses, phantasm is the power to fool the mind.
So here goes.
Illusions: You can create a false sensory imput in a target. You can fool their vision, smell, hearing, taste and or touch. One power point per sense per turn, per illusion.
So, you make a fire breathing dragon. You want people to see it, hear it, smell it and feel the fire. So that is 4 power per turn.
So you make the illusion. The hero then saves Id20. The lower the roll the better the illusion. Your success's count as a pentalty for the target to resist the illusion. Keep in mind they will only resist the illusion if need be. An illusion of a wall may never be checked against, but a flying baby with a machine gun just might.
So the hero has an Intellegence of 15. He rolls a 4. He saved by 11. So anyone resisting the illusion has a -11 on their roll due to how well this illusion is crafted.
Also illusions cost one action a turn, the first of every phase, to maintain. They are an action to create, but movement to reshape or move.
The illusionist must be able to see or at least directly sense their targets.
Note there is no pcionic component to illusions. I always thought that was dodgy. You can't fool cosmic awareness with an illusion!
Phantasms: This is the crafty ablility to fool a target's mind. You must roll a successful hit vs mind control and then the target is hit with a mental illusion of his own devising. It is so real that it can cause damage! The caster may never really be sure what their target is seeing, as it's created by the target's subconscious fears, and phobias. It cost 6 power then if it hits the target saves vs Cd20. If he succeeds, then he takes no damage. If he fails, then he takes damage. Then every round he must save vs Will. If he saves, then he resists the phantasm. If he fails, then take the failure amount and modify his Charisma roll. The total number tells you how much damage he takes.
Example. Dr Fear hits Nice Guy with a phantasm. Nice Guy's charisma is 15. He rolls a 17. This fails by 2. So you take the failure amount and see what die is closest to it. So flip a coin, heads he takes one damage, tales he takes 2.
Next turn. He rolls vs his W. His will is only 9, and he rolls a 14. He failed by 5. So he knows saves vs his C with a penalty of 5. He rolled a 17! So he now failed by 7. The closest die to this is a d8. Roll 1d8 for the damage.
Phantasm damage can not be rolled with, nor does invulnerability or armor work against it. Same with Force Fields.
The Save vs the will represents the power of your mind to resist this mental attack. The save vs your charisma is how you are dealing with this attack emotionally.
Range of this power is C.
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