CHIMERSTRY
THIS POWER ALLOWS A VAMPIRE TO CREATE AND MANIPULATE ILLUSIONS AND HALLUCINATIONS.
PRIME ATTRIBUTE: INTELLIGENCE
CLANS WITH CHIMERSTRY: RAVNOS
POWERS WITH A CLAN NAME LISTED ARE SPECIFIC ONLY TO THAT CLAN.
REVIEWED AND REVISED ON 5/28/11.
POWER | EFFECT |
ACTION DURATION |
TARGET # | |
POWER | EFFECT | DURATION | TARGET # | |
LEVEL 1 | IGNIS FATUUS | the vampire may create a static illusion involving one sense. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears. |
COMPLEX SUSTAINED |
INTELLIGENCE RATING -4 |
LEVEL 2 | FATA MORGANA | the vampire may create a static illusion involving all senses. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears. |
COMPLEX SUSTAINED |
INTELLIGENCE RATING -4 |
LEVEL 3 | APPARITION | Having created an illusion, the vampire may GIVE it movement, AS IF ANIMATED. THE CREATOR may change the movement AS LONG AS they remain concentrated on it. |
COMPLEX SUSTAINED |
INTELLIGENCE RATING -4 |
LEVEL 4 | PERMANENCY | Having created an illusion, the vampire may cause it to remain, even if they can no longer see it. THE EFFECT IS SIMILAR TO THAT OF QUICKENING A SPELL. THE EFFECTS LAST FOR ONE HOUR PER SUCCESS ROLLED. |
COMPLEX INSTANT |
INTELLIGENCE RATING -4 |
LEVEL 5 | HORRID REALITY | The vampire may create illusions, as described above, and use them to "injure" a victim. A FAKE FIRE CAN BURN AND A FAKE BULLET CAN WOUND. Each success CAUSES one LEVEL of TEMPORARY STUN damage. The vampire may announce ahead of time that THEY only wish to inflict a certain amount of damage. A victim may not be killed in this fashion, but THEY will still be subject to wound penalties for as long as THEY believe THEMSELVES to be injured. ONCE A TARGET REACHES A DEADLY WOUND LEVEL, THEY ARE COMPLETELY UNABLE TO ACT FOR A NUMBER OF ROUNDS EQUAL TO HALF THE "CASTER'S" INTELLIGENCE RATING. |
COMPLEX INSTANT |
INTELLIGENCE RATING -4 |
LEVEL 6 | FATUUS MASTERY | ONCE THE VAMPIRE HAS PUT INTO EFFECT THE POWERS OF IGNIS FATUUS, FATA MORGANA, AND APPARITION, they NO LONGER NEED TO "SENSE" THE ILLUSIONS TO HAVE THEM CONTINUE, THOUGH THEY MUST REMAIN WITHIN ONE MILE FOR THEM TO CONTINUE TO HAVE EFFECT. AS PER PERMANENCY, THE EFFECT IS SIMILAR TO THAT OF QUICKENING A SPELL. THE EFFECTS LAST FOR ONE HOUR PER SUCCESS ROLLED. |
COMPLEX INSTANT |
6 |
LEVEL 6 | MASS REALITY | 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 THE ILLUSION OF A MACHINE GUN WERE CREATED, THE GUN COULD SHOOT A NUMBER OF PEOPLE. |
COMPLEX INSTANT |
INTELLIGENCE RATING -4 |
LEVEL 6 |
FATA AMRIA RAVNOS |
THIS
POWER ALLOWS THE RAVNOS TO PLACE A POTENT CURSE UPON A TARGET. BY INVOKING
THE POWER OF THEIR BLOOD, THE RAVNOS ESSENTIALLY "LOCKS" AN ILLUSORY EFFECT
TO THE TARGET, WHICH MANIFESTS FROM TIME TO TIME. THE PLAYER MUST VERBALLY
CURSE THE TARGET, AND THE CURSE MUST BE RELATIVELY SPECIFIC I.E. "YOU WILL
FAIL MISERABLY WITH THE OPPOSITE SEX" AS OPPOSED TO SOMETHING MORE GENERAL
SUCH AS "YOU WILL HAVE A HORRIBLE LIFE". THE EFFECTS CAN RANGE FROM MERELY
ANNOYING TO POTENTIALLY LETHAL, DEPENDING ON THE SEVERITY OF THE CURSE AND
NUMBER OF SUCCESSES ROLLED.
1 suc. INCONVENIENT effect - THE
TARGET LOSES TWO DICE FROM A GIVEN SKILL OR ATTRIBUTE
FOR RELATED TESTS.
1 suc.
one DAY |
COMPLEX INSTANT |
INTELLIGENCE RATING -4 |
LEVEL 7 | FAR FATUUS | THIS POWER ALLOWS THE VAMPIRE TO CREATE ILLUSIONS FROM A DISTANCE. THE ONLY RESTRICTION IS THAT THE CHARACTER MUST BE ABLE TO MENTALLY PICTURE THE DESTINATION OF THE ILLUSION. THE VAMPIRE MUST HAVE EITHER BEEN THERE TO SEE IT, OR MAY WORK WITH A PHOTOGRAPH OR REMOTE VIDEO CAMERA OF THE LOCATION. |
COMPLEX SUSTAINED |
INTELLIGENCE RATING -4 |
LEVEL 8 | PSEUDO BLINDNESS | a character who possesses this POWER is incapable of viewing falsehoods. this means that the character is unaffected by any CHIMERSTRY or obfuscate powers below level 9. they simply cannot perceive them (even if they wanted to) and are thus unaffected by them. furthermore, lies cannot affect a character who possesses this power. if a lie is told, the character will hear it, but know it to be false. | Automatic | Automatic |
LEVEL 9 | SENSORY DEPRIVATION |
By denying the target access
to all of its' five senses, the vampire may physically incapacitate a
target. though the target may remain conscious, they are physically
incapable of action, and are effectively cut off from the outside world. the
number of successes determines the duration of effect.
1 suc. one turn |
COMPLEX instant |
INTELLIGENCE RATING -4 |
LEVEL 10 | REALITY |
THIS POWER ALLOWS THE VAMPIRE
To trap another in an alternate reality. until the victim escapes, or is let
free, it wanders around in a universe where everything from its' appearance
to its' physical laws are defined by the wielder of this power. TO SUCCEED, THE VAMPIRE MUST ROLL A NUMBER OF
SUCCESSES EQUAL TO THE CHARACTER'S WILLPOWER RATING MINUS 4. note that the
target does in fact leave their current reality, and cannot be found by any
discipline or magical means. each net success determines the length of the
effect.
1 suc. five minutes |
COMPLEX instant |
INTELLIGENCE RATING -4 |