Chimerstry
LEVEL 1
Ignis Fatuus
The Vampire may conjure a minor, static mirage that confounds one sense of the "six senses". For instance, he/she may evoke a sulfurous stench, the image of a curtain, or the feel of raw silk. This illusion has no real substance (and it cannot confine or injure your victims), but it can confound or mislead. The illusion cannot move in any fashion, although you can hold and move an illusion that you create.
To keep this illusion going, you need only concentrate.
LEVEL 2
Fata Morgana
Your illusions now appeal to all of the senses, although hey remain static. For example, the Vampire could throw a mirage over a dank basement, making it appear to be a sumptuous boudoir, although the Vampire cannot create flickering candles or a flowing fountain. Also, you can make a wall that appears solid, has a texture to the touch and smells of old dust and paint, but which has no real substance and can be passed through easily. Alternately, you could create a phantasm that lack certain characteristic – you could cause a person to believe that you are holding a rose and brushing it against one’s cheek, provoking the feeling of the flower against the skin and the scent of the rose, when in fact you do not have a rose. These illusions are still incapable of independent movement.
This discipline takes greater concentration to produce.
LEVEL 3
Apparition
Not really a power unto itself, but Apparition allows a Vampire to give motion to an illusion created with Ignis Fatus or Fata Morgana. Thus, the Vampire could create the illusion of a living being, running water, fluttering drapes or a roaring fire.
LEVEL 4
Permanency
This discipline, also used with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the Vampire cannot see it. In this way, a Vampire may cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusionary guard dogs.
LEVEL 5
Horrid Reality
Rather than create simple illusions, the Vampire can now project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an illusionary noose can strangle him and an illusionary wall can block him. This discipline affects only one person at a time; although other people can try to convince the victim that his terrors are not real, he won’t believe them.
Borrowed from the 'Vampire-the Masquerade"ppg. 154, ©2ooo White Wolf Publishing, Inc
LEVEL 6
Fatuus Mastery
The vampire may create illusions without paying the willpower costs described above. Also, all illusions created will last as long as the vampire is no more than a mile away, unless she wishes them to end before then; she need not sense them to maintain them.
(Addendum Clanbook: Ravnos) - In addition to the ability previously stated, Ravnos gain an additional benefit from mastering this level of Chimerstry, though in most cases even the wielder herself will not know it. Upon attaining Fatuus Mastery, illusions created by the character also manifest in the Penumbra and the Shadowlands, and appear convincing to anyone viewing the scene from there. However, a Ravnos who cannot peer into these locations is still unable to affect them directly.
Mass Reality
As Horrid Reality, but the vampire may use the illusions to "injure" everyone in her general vicinity.
Fata Amria (NEW! Clanbook: Ravnos)
Using this power, a Ravnos may place a potent curse on a target. By evoking the power in her blood, the Ravnos essentially "locks" an illusory effect to the target, which manifests from time to time. The effects of Fata Amria can range from merely annoying to potentially lethal, depending on the severity of the curse and the number of successes rolled by the Ravnos.
System: A Fata Amria costs one Willpower point to initiate. The Ravnos verbally curses the target, then rolls Manipulation + Intimidation against a difficulty of the target's Willpower. The number of successes determines the strength of the effect, as shown on the table below. The example effect given is simply a guideline; the way in which the Fata Amria manifests is based solely upon the nature of the curse accompanying it.
1 suc - Inconvenient effects; target loses two dice from a given Dice Pool.
2 suc - Minor effects; difficulty numbers are raised by two when in a given circumstance.
3 suc - Major effects; target automatically fails a certain action at a pinnacle moment.
4 suc - Serious effects; target automatically fails certain actions in any stressful simulation.
5 suc - Disastrous effects; target fails all actions involving a given Attribute, Ability or Discipline.
Mass Horror
This power causes more than one person to experience a Horrid Reality. Anyone in the same general area of the illusion senses it as if it were actually present. Thus, if an illusion of a dragon is created, the dragon can blast its fiery breath on several people.
Mass Horror functions exactly the same as Horrid Reality, except that multiple targets are affected. A Cainite can generally affect a number of individuals up to her Willpower.
LEVEL 7
Far Fatuus
The vampire may create illusions at a distance. Once she has succeeded, she may use any Chimerstry power at that location. The difficulty varies with her familiarity with the area, as follows:
dif. 6 She knows the area like her own haven.
dif. 7 She has been there frequently.
dif. 8 She has been there a few times.
dif. 9 She is basing her knowledge on the detailed description of someone else, having never been there herself.
dif. 10 She has a photograph, but has never been there herself.
LEVEL 8
Pseudo Blindness
The vampire will always know a lie when she hears it. She also can not perceive any power of Obfuscate or Chimerstry below level nine -- even if she wants to, and is incapable of either being affected by them, or realizing that they are being used.
(Addendum Clanbook: Ravnos) In addition to the benefits previously stated for this power, a Ravnos who has mastered Pseudo-Blindness is also unmoved by the effects of the Delirium, nor is she affected by faerie seemings. The Ravnos can also see any chimerical items or animals drawn from the Dreaming as if she were enchanged.
Sensory Overload (NEW! Clanbook: Ravnos)
By overstimulating all five senses, a Ravnos may physically incapacitate a target. Though the target may remain conscious, he is unable to move or speak coherently; he is effectively cut off from the outside world, save through his screams.
1 suc - One turn
2 suc - One scene
3 suc - One hour
4 suc - Six hours
5 suc - One day
LEVEL 9
Sensory Deprivation
The vampire can cause her victim to lose all five senses, and all related abilities, like Auspex. This power lasts for the following time periods:
1 suc. one turn.
2 suc. one hour.
3 suc. one day.
4 suc. one month.
5 suc. one year.
LEVEL 10
Reality
The vampire can invent a fantasy world, and put her victim into it. To escape, the victim must spend one willpower point for each success. This victim actually disappears from the real world, and can not be found with any discipline.
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