One of my players loves the Misdirect power. I don't mind it, but I often am reminded why so many GMs hate illusions in all sorts of games. Man, they can be tough to rule on. Many of his effects are distractions during combat, and I’m not always sure what the effects should be. I should really come up with some guidelines, as I have a Nemesis to throw at him that I think would make heavy use of the same power. A “Dueling Illusions” situation could be fun.
As an example, a trick he likes to pull is “Pants on fire.” His enemies suddenly perceive that their pants are on fire. Hence the name. Now, if he uses black pips, they’ll suffer Strain. That’s a nice easy mechanical effect, which I interpret as the enemies feeling the flames blistering their skin, causing agonizing pain. Sort of like in Dune, when Paul sticks his hand in the box. However, this player generally tries to avoid spending black pips. So his targets still see their pants as being on fire. The illusion is no less convincing, maybe a bit painful, but it would be more of a “Yow! Hot hot hot!” than screaming as they feel their flesh boiling. I’m not quite sure how to represent that mechanically. Throw setback dice at the targets? What about if he goes for a “Mirror Image” effect, so that his enemy sees a bunch of him? Or he could always just have a bunch of reinforcements appear for his side.
I don’t mind him making heavy use of the power, and I want to make sure he gets a nice bonus, but I really don’t want to give him an “I win” button. Anyone else dealt with a lot of illusions in their games? How have you handled it?