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hcobb 11-27-2022 04:19 PM

Illusion disarmed
 
What happens when an armed illusion is forced to drop their weapon via a spell, disarming attack, or entering HTH?

Shostak 11-27-2022 05:16 PM

Re: Illusion disarmed
 
It disappears as a consequence of the illusion being forced to split.

phiwum 11-27-2022 07:04 PM

Re: Illusion disarmed
 
That's how I play it. Whenever an illusion does something it can't, it goes poof.

JohnPaulB 11-27-2022 08:22 PM

Re: Illusion disarmed
 
An illusion cannot separate.

So in a forced drop, the illusion looks like the weapon is falling out of the hand, but the illusion figure makes a lunge to the ground while still holding the weapon, looking like he had kept it from falling.

He his now prone and must get up to continue to fight.


OR

The illusion just laughs at the wizard, the disarmer or even the wrester and continues smugly fighting.
Perhaps those viewing this will recognize this and attempt to disbelieve. But maybe not.

Axly Suregrip 11-27-2022 08:37 PM

Re: Illusion disarmed
 
Just like others: it ends the illusion.

More specifically, the combatants see the illusion get disarmed and as the weapon comes loose the weapon disappears. The viewers cannot believe what they just saw and thus no one can, even if they wanted to, continue to believe this illusion is real. No disbelief roll needed, the illusion just vanishes.

hcobb 11-28-2022 03:25 AM

Re: Illusion disarmed
 
So your standard hero uses UC III to toss the illusion to the ground, and as they enter the hex the illusion vanishes?

Steve Plambeck 11-28-2022 04:06 AM

Re: Illusion disarmed
 
I'm enticed to consider a variant where the illusion's dropped weapon just drops, and lies there unless the same illusion picks it up. But if anyone else touches it, then the whole illusion vanishes.

phiwum 11-28-2022 12:01 PM

Re: Illusion disarmed
 
Quote:

Originally Posted by Steve Plambeck (Post 2460251)
I'm enticed to consider a variant where the illusion's dropped weapon just drops, and lies there unless the same illusion picks it up. But if anyone else touches it, then the whole illusion vanishes.

Seems to me that illusions are already quite powerful for the cost. I prefer the more limiting interpretation.

Bill_in_IN 11-28-2022 12:21 PM

Re: Illusion disarmed
 
Quote:

Originally Posted by phiwum (Post 2460277)
Seems to me that illusions are already quite powerful for the cost. I prefer the more limiting interpretation.

I like the rule of separation of parts of the illusion causing it to disappear. I say this even though one of my characters was on the losing end of that deal. But he did get the benefit of the illusion for several turns prior.

This would apply to any situation. If an illusion is engaged into HTH and they drop anything, they vanish. If they can't drop what they wield (i.e. cestus), then they don't disappear.

Axly Suregrip 11-28-2022 02:30 PM

Re: Illusion disarmed
 
Illusions of bears are nice like this. Nothing to drop.

Axly Suregrip 11-28-2022 02:31 PM

Re: Illusion disarmed
 
Quote:

Originally Posted by hcobb (Post 2460245)
So your standard hero uses UC III to toss the illusion to the ground, and as they enter the hex the illusion vanishes?

If tossing the illusion causes it to drop something, then yes it vanishes.

Nils_Lindeberg 11-29-2022 02:47 PM

Re: Illusion disarmed
 
If the illusion automatically disappears when it otherwise would split, then it would be enough to draw blood, or make it sweat, or hit the clothing or hit a chip from a spear shaft, etc.

Entering HtH would be another free disbelieve since the illusion would be forced to drop their weapons.

I would rather see that the illusion acts strangely. The weapon that should break doesn't or the weapon that should have been dropped is still in his hand, etc. And depending on how strange it is, viewers get a bonus to their disbelieve roll. And if you really do something weird with the illusion to keep it from splitting then the disbelieve attempt might even be automatic.

I would not be against a player that asks for a disbelieve bonus after fighting a possible illusory monster for a few turns. Maybe even give them a +1 for each turn of fighting, just from the possibility that they saw some strange things or acting from the illusion when they are up close. It could be anything that tips them off, from absent footprints to dust that doesn't stick properly in their face, or the illusion not getting winded in a believable way, or the smell when they clinch is wrong, or the absence of spark when they parry steel against steel, etc.


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