Post by Phsycodelic on Oct 18, 2016 21:59:48 GMT
Chimerstry
Ravnos
Ravnos
Illusions created by Chimerstry can be seen for what they are by a victim who "proves" the illusion's falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion), and explicitly incredible illusions are seen as false immediately (e.g., dragons breathing fire or gravity working in reverse). Sometimes, frequent targets of Chimerstry end up attempting to disbelieve everything around them, leading to derangements (and, quite often, to the amusement of the Ravnos).
[ 1 ] Ignis Fatuus ( Vampire: The Masquerade 20th Anniversary Edition - Page 144 )
The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. Note that though tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage. Similarly, the vampire must know the characteristics of what he's creating. While it's easy enough to estimate what a knife wound might look like, falsifying a person's voice or a photograph of a childhood home requires knowledge of the details.
System: The player spends a point of Willpower for the vampire to create this illusion. The volume of smells, ambient lighting, smoke clouds, and the like are limited to roughly 20 cubic feet (half a cubic meter) per dot the vampire has in Chimerstry. The illusion lasts until the vampire leaves its vicinity (such as stepping out of the room) or until another person sees through it somehow. The Cainite may also end the illusion at any time with no effort.
[ 2 ] Fata Morgana ( Vampire: The Masquerade 20th Anniversary Edition - Page 144 )
The Cainite can now create illusions that appeal to all the senses, though they remain static. For example, the vampire could make a filthy cellar appear as an opulent ballroom, though she could not create a glittering chandelier or a score of graceful dancers. Again, the illusion has no solid presence, though it's easy enough to fool an enraptured visitor with suggestions of what she might expect. A bucket of brackish water is as cool as chilled champagne, after all.
System: The player spends a Willpower point and a blood point to create the illusion. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does.
[ 3 ] Apparition ( Vampire: The Masquerade 20th Anniversary Edition - Page 144 )
Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire.
System: The creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate street, down which a chill wind blows trash while a streetlamp flickers and hums. Taking complicated actions besides maintaining the illusion - that is, anything that would require a dice roll - first requires success on a Willpower roll, resulting in the dissolution of the false construct if the roll fails. Once the creator stops concentrating on the illusion, it can continue in simple, repetitive motions - roughly speaking, anything that can be described in a simple sentence, such as a guard walking back and forth in front of a steel door. After that, the vampire cannot regain control over the illusion - she can either allow it to continue moving as ordered, or let it fade as described under Ignis Fatuus.
[ 4 ] Permanency ( Vampire: The Masquerade 20th Anniversary Edition - Page 145 )
This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
System: The vampire need only spend a blood point, and the illusion becomes permanent until dissolved (including "programmed" illusions like those created by Apparition).
[ 5 ] Horrid Reality ( Vampire: The Masquerade 20th Anniversary Edition - Page 145 )
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 imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn't impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won't believe them. Note that targets with enough dots in Auspex can still attempt to roll for Seeing the Unseen.
System: A Horrid Realty illusion costs two Willpower points to set in motion and lasts for an entire scene (though its effects may last longer). If the vampire is trying to injure his victim, his player must roll Manipulation + Subterfuge (difficulty of the victim's Perception + Self-Control/Instinct). Each success inflicts one health level of lethal damage on the victim that cannot be soaked - the Cainite assaults the victim's mind and perceptions, not his body. If the player wishes to inflict less damage or change it to bashing, he may announce a maximum amount of damage before rolling the dice. Secondary effects (such as frenzy rolls for illusory fire) may also occur. The victim heals all his damage instantaneously if he can be convinced that the damage he took was illusory, but convincing him may take some doing, such as with at least two successes on a Charisma + Empathy roll (difficulty equal to the Manipulation + Subterfuge of the Cainite using Horrid Reality). The target must be convinced of the attack's illusory nature within 24 hours of its taking place, or it becomes too well established in his memory, and he will have to heal the damage using blood (if a vampire) or over time (if mortal). This power cannot actually kill its victims (though a target with a heart condition may well die from fright). A victim "killed" by an illusory attack loses consciousness or enters tor.
[ 6 ] Army Of Apparitions ( XXX - Page X )
This ability allows the Ravnos to create multiple lifelike apparitions that move and behave like the real thing. This assumes that the Ravnos knows how a given object moves and behaves. A Cainite who has never witnessed a cavalry charge could not accurately reproduce one. Victims of illusions react to them as if they were real - opponents have been known to rout from artificial cavalry charges, flee from illusory packs of hungry werewolves, or attempt to board and capture ghostly galleys.
System: The vampire must spend a Blood Point for each moving apparition after the first. She can create a number of individual images equal to her Willpower rating. The motion continues in the fashion dictated by the vampire until she discontinues her concentration.
[ 6 ] False Resonance ( Vampire: The Masquerade 20th Anniversary Edition - Page 145 )
Illusions of living or unliving beings are all well and good until someone decides to read the illusion's mind or its aura. The automatic failure to perceive any sense of the target's thoughts or emotions will usually be passed off as bad luck, lack of concentration, or whatever reason any Kindred might construct to explain why he didn't succeed in gleaning information through supernatural means. A vampire can use False Resonance to overlay auras and thoughts on illusions, as well as leave a trace that other emotionally resonant powers can detect later.
System: This power automatically applies to any other use of Chimerstry as the user wishes. In effect, any attempt to use Auspex, the Dementation power Eyes of Chaos, or similar sensory powers that generates five or fewer successes will detect an aura, thoughts, Demeanor or whatever the power would normally detect. Thoughts won't be exceptionally complex, and will relate to whatever is going on around the illusion in a mundane and simplistic way. Auras will consist of colors related to specific emotions (anger, sadness, hatred, love, and happiness) and will not show much complexity beyond that. Spirit's Touch can pick up the same emotional resonance until the next sunrise.
[ 6 ] Fata Amria ( XXX - Page X )
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 Aria 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 is simply a guideline; in the way that Fata Amria manifests is based solely upon the nature of the curse accompanying it.
Note: A Fata Amria is only as successful as the target believes it to be. If the target deeply fears the power of the curse, it manifests itself repeatedly until the target can master his fear.
Success | Effect | Result |
1 | Inconvenient effects. | Target loses two dice from a given Dice Pool. |
2 | Minor effects. | Difficulty numbers are raised by two when in a given circumstance. |
3 | Major effects. | Target automatically fails a certain action at a pinnacle moment. |
4 | Serious effects. | Target automatically fails certain actions in any stressful situation. |
5 | Disastrous effects. | Target fails all actions involving a given Attribute, Ability or Discipline. |
[ 6 ] Fatuus Mastery ( Vampire: The Masquerade 20th Anniversary Edition - Page 146 )
A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can maintain or control illusions with minimal concentration or fatigue. Kindred who rely on the high cost of Chimerstry to limit a vampire's ability to use illusions are in for a very rude surprise when they encounter a Cainite with this power.
System: Fatuus Mastery negates the Willpower and blood cost for using the first three levels of Chimerstry. In addition, the Kindred may direct movement for a number of illusions equal to his Intelligence without intense concentration. Furthermore, the character can maintain the illusion as long as it remains within his Willpower rating in miles (or about one and a half times that in kilometers), although he may not make it react to events around it if he has no way to perceive those events.
[ 6 ] Horrid Blade Of The Demons ( XXX - Page X )
By sheer concentration, a wielder of Horrid Blade of the Demons may create a short-lived but very real weapon capable of inflicting dire wounds upon an opponent. The Eastern Ravnos use this power to battle the demons of their homeland, fighting fire with fire; there are a great many tales of Zapathasura, the mythical progenitor of the Ravnos, wielding such a blade. It is a power that lends itself best to a martial mindset.
System: The player spends two points of Willpwer and one blood point per dice of damage that the weapon inflicts (in addition to the wielder's Strength). The blade appears in the summoner's hand instantly and she may wield it during her next action. The blade lasts for a scene and inflicts aggravated damage, but carries some limitations. First, blood may not be spent over consecutive rounds to increase the potency of the blade. Second, the blade can inflict no more than one die of damage above what a normal weapon of that type can do (so a knife make with Horrid Blade could inflict no more than Strength + 2). Third, should the wielder be disarmed, she must immediately spend a blood point or the weapon disappears (that expenditure does summon the blade back to her hands). The damage caused by this blade does not fade after the weapon does.
[ 6 ] Shared Nightmare ( Vampire: The Masquerade 20th Anniversary Edition - Page 146 )
Even though Horrid Reality is visible to all onlookers, it can only inflict "damage" on one victim. With Shared Nightmare, a vampire can inflict her tormented visions on a crowd.
System: To use this power, the player must spend two Willpower points, plus one blood point per target. The player rolls Manipulation + Subterfuge once, but compares the results against each target individually. The difficulty is still each victim's Perception + Self-Control/Instinct.
[ 6 ] Subtle Spy ( Lore Of The Clans - Page 183 )
Prerequisites: Ravnos
The user of this power may create a perceivable, understandable illusion (such as a lamp or a person) that incorporates part of her own consciousness, effectively granting the illusion a small amount of independent intelligence. When the Ravnos dispels that illusion, she may draw this intelligence back into herself, learning anything that her illusion witnessed as if she had experienced it firsthand.
System: Imbuing an illusion with Subtle Spy costs two Willpower points, and lasts for one night (or less, if the Ravnos wills the illusion to dispel). If the illusion is an object, it will witness anything that the Ravnos could sense from the object's location. If the illusion is mobile (a person or animal), then it may be programmed as per Apparition , and at the end of its existence, the Ravnos will learn everything the Apparition sensed. Further, this Apparition is vaguely conscious, and can knowingly change its actions in small ways: Stepping around an obstacle, giving the appropriate response to a simple question, and so forth.
The user of this power does not know what is occurring around her illusion if she is not otherwise there to sense it. She may dispel the illusion at any time, and at any distance, drawing back to herself the substance (and experiences) of that illusion as it is destroyed. If the illusion is dispelled or disbelieved before the Ravnos can reincorporate it into herself, the illusion is destroyed and no knowledge is returned to the Ravnos, other than the fact that her spy exists no more.
[ 6 ] Truth's Essence ( XXX - Page X )
Unlike other powers developed for Chimerstry, this ability reveals the truth to observers. It dispels weaker uses of Chimerstry or Obfuscate of which the user is aware or has reason to suspect. A Ravnos can turn it on a Nosferatu and reveal his true form to all who watch, or he can banish an irritating illusion his childe has conjured. The power has no other effects and so appears as a failure of the targeted illusion rather than a manifestation of the Ravnos' power. Those few who know this power do not advertise it, as the ability to reveal the hidden is just as dangerous as the power to conceal the obvious.
System: If the Ravnos is aware of (or has a good reason to suspect) a use of Chimerstry or Obfuscate, he may use Truth's Embrace by concentrating for a turn. The player spends two blood points and rolls Wits + Subterfuge against a difficulty equal to the target's Manipulation + Subterfuge. If he rolls one or more successes, the power is dispelled for the scene. Truth's Essence only works on targets who have no more dots in Obfuscate or Chimerstry than the user of Truth's Essence has in Chimerstry. It is unaffected by generation, however. The Storyteller is the final judge of whether the Ravnos has "good reason" to suspect illusions, but entering a supposedly abandoned Nosferatu haven or the sudden appearance of flames from thin air both qualify.
[ 7 ] Aid Of The Gandharvas ( XXX - Page X )
It is claimed that the founder of the Sybarite caste, which thrives on luxury and excess, learned this power by defeating a Gandharva spirit in combat, thus earning the spirit's aide. With Aid of Gandharvas, a Ravnos may cloak himself and his surroundings in the illusions of these spirits, turning even the simplest hovel into a magnificent dwelling.
System: In order to invoke Aide of the Gandharvas, the character spends a few minutes visualizing the splendor she wishes to create. The player spends one Willpower and three blood points and rolls Charisma + Expression, Subterfuge or Performance (difficulty 6). (The Ability used is chosen when the power is first developed and may not be changed. There are no functional differences (aside from the number of dice rolled), it is simply a matter of the vampire's perceptions: those who use Expression see Aid of the Gandharvas as an expression of beauty from within themselves; those who use Subterfuge see it as a way to deceive others; and those who use Performance consider it an expression of something artistic.) If the roll succeeds, the character (and possibly her surroundings) is covered in an illusion of splendor. Simple rages become clothing fit for a prince, a rusted blade becomes a Damascene scimitar, a simple meal becomes a feast and rickety chairs look like veritable thrones. The illusion covers all five senses, but it is only an illusion. Clothes that look like fur-trimmed wool of the best quality do not warm better than the rags they really are, a rusted sword is still rusted and so on. Also the illusion only covers things already present. It does not create new items. Thus, strewing a few copper coins over a table and piling some pebbles in an urn will help the illusion along, as the coppers become a small hoard of silver and the pebbles become gemstones.
The illusion is very hard to filter out. Any attempt to detect the illusion suffers a +2 difficulty. Any item removed from the area of effect reverts instantly to its former semblance. The number of successes on the initial roll determines the area of effect:
Success | Result |
1 | User only. |
2 | A small room (generally no more than 15' x 15'). |
3 | A large room or hall. |
4 | The inside of an entire large house. |
5 | The inside and outside of an entire small house or the inside of an entire manor or small castle. |
Any character veiled in Aid of Gandhavras gains one dot of Appearance. All uses of Aid of Gandharvas last for one scene.
[ 7 ] Far Fatuus ( Vampire: The Masquerade 20th Anniversary Edition - Page 146 )
This power allows a Kindred to project illusions to any area he can see or visualize. Under most circumstances, accomplishing this requires him to have visited the location in question before he can project illusions there. Although more difficult, a vampire may project illusions on the basis of a description, a photo, or a video clip.
System: The difficulty for using Far Fatuus depends on the user's familiarity with the location. The player must roll Perception + Subterfuge to affect the location. Once this roll is successful, the vampire may then use any other Chimerstry power on that location.
Difficulty | Result |
6 | As familiar as one's haven; currently viewing with Clairvoyance or Psychic Projection. |
7 | Visited three or more times. |
8 | Visited once; viewing on a live feed. |
9 | Described in detail; seen it in a video or have a undoctored photo. |
[ 7 ] Mirror's Visage ( XXX - Page X )
This technique allows the vampire to create illusory duplicates of herself. Those hounding the Ravnos find themselves chasing three or four different copies, each capable of independent movement
Each image mirrors the Ravnos down to the smallest detail. The Ravnos can send her likeness into potential ambushes or give the illusion of superior numbers. Sociable Ravnos can leave their duplicates to distract boring party guests while they go about their business elsewhere.
System: The player must spend a Blood Point for each duplicate created. The counterfeits move and behave exactly as the original does. The images speak, smell and even feel like the real thing. Anyone examining multiple images cannot tell the illusions from the genuine article. The effects of this power last for one scene.
Unless otherwise controlled, the images move and talk in the exact manner of the vampire. If the character wishes to control specific movements of an illusion, the player rolls Wits + Subterfuge (difficulty 6) The number of successes determines the complexity of action the image may perform without revealing its true nature. Failure indicates that the illusion continues to mirror the Ravnos' every motion. If the player botches, the image discorporates. If the vampire wises to control more than one image at a time, the player's Dice Pool is split. The Cainite must be able to see the illusion to issue mental commands. Once out of sight, the illusion continues to follow its orders until the Ravnos allows it to fade or returns to issue new commands.
If a mirror image is attacked, the weapon passes through it. If the Ravnos is not present to command his image to respond accordingly, it does not react at all and continues whatever action it was last assigned.
[ 7 ] Suspension Of Disbelief ( Vampire: The Masquerade 20th Anniversary Edition - Page 146 )
A Ravnos with this power can imbue her Chimerstry with a sense of reality that makes it easier for viewers to believe in the illusion. No matter how strange or surreal the illusion is, an onlooker will accept it as real. If the illusion is wildly unrealistic (fire-breathing dragons, a pack of aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A vampire can also use this power to make something appear unbelievable, whether it's real or not. In this case, observers will write off what they're seeing as some kind of trick or hallucination.
System: The player rolls Manipulation + Subterfuge (difficulty 7). The number of successes determines how many witnesses are affected. If the player uses the power to make something look unbelievable, Auspex will show the thing in question to be an illusion unless the Auspex rating is not high enough to penetrate the Kindred's Chimerstry.
Success | Result |
1 | 5 people. |
2 | 10 people. |
3 | 25 people. |
4 | 50 people. |
5 | Everyone who can see it. |
[ 8 ] Fantasy World ( XXX - Page X )
A Ravnos with this ability can create an illusory world in another being's mind. The victim of this technique might be wasting away in a dungeon, but believes himself to be a mighty king or adventurous night.
System: The player must roll Manipulation + Empathy (difficulty 8) and spend two Willpower points. The number of successes determines the complexity of the fantasy world created, and the amount of time that it lasts. The player decides what the victim experiences, from a nightmarish world to a paradise. If the fantasy world differs inordinately from reality, the victim can make a Willpower roll (difficulty equal to the Ravnos' Manipulation + Empathy) to detect the illusion. The more realistic the imaginary world, the less likely it is that the victim knows anything amiss. A victim who recognizes his predicament can spend a Willpower point to shatter the fantasy. When this happens or the power's time limit expires, the Ravnos may try to reestablish the illusion, but her difficulty increases by two.
Success | Duration |
1 | One turn. |
2 | One hour. |
3 | One day. |
4 | One week. |
5 | One fortnight. |
[ 8 ] Occlusion ( XXX - Page X )
A Ravnos who masters this power can shuffle others' senses around to suit his preferences. He can select one target and inflict a serious, disorienting and all-encompassing case of synesthesia upon her, making it impossible for her to interact meaningfully with the real world for the power's duration. The Ravnos has complete control over how the target's senses work and can manipulate them to suit. For example, he may decide that she smells all sounds as varieties of nauseating stenches, or more subtly, he may exchange pain for pleasure. Against a crowd, sensations are randomly shuffled, so one man will see what the woman next to him sees, but hears what the man 15 feet behind him hears and feels what the child a block away feels. The end result is extremely disorienting for all victims.
System: When used against a single victim, the player must spend one Willpower point and roll Manipulation + Intimidation (difficulty is victim's Willpower). For use against crowds, the difficulty is 7, and the power affects everyone within the Ravnos' line of sight and subtracts one point from Perception per success rolled. Victims whose Perception has been reduced to zero can only sit down and wait for the disorientation to end. Duration against a single victim is determined below. Against a crowd, the power persists until sunrise.
Success | Duration |
1 | One week. |
2 | One month. |
3 | Six months. |
4 | One year. |
5 | Permanent. |
[ 8 ] Pseudo Blindness ( XXX - Page X )
A character who possesses this power is incapable of viewing falsehoods. This means that the character is unaffected by any Obfuscate or Chimerstry powers below Level Nine. She simply cannot perceive them (even if she wants to) and is 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 will know it to be false.
System: This power is always in effect once you receive it, no roll is required.
[ 8 ] Sensory Overload ( XXX - Page X )
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.
System: The character rolls Intelligence + Occult against a difficulty number of the target's Willpower. The duration of Sensory overload is determined by the number of successes, shown on the table below.
Success | Duration |
1 | One turn. |
2 | One scene. |
3 | One hour. |
4 | Six hours. |
5 | One day. |
[ 8 ] Synesthesia ( Vampire: The Masquerade 20th Anniversary Edition - Page 146 )
A Cainite who masters this power can shuffle others' senses around to suit his preferences. He can select one target and inflict a serious, disorienting, and all-encompassing case of synesthesia upon her, making it impossible for her to interact meaningfully with the real world for the power's duration. The vampire has complete control over how the target's senses work and can manipulate them to suit. For example, he may decide that she smells all sounds as varieties of nauseating stenches, or more subtly, he may exchange pain for pleasure. Used against a crowd, sensations are randomly shuffled, so one man will see what the woman next to him sees, but hears what the man 15 feet behind him hears and feels what the child a block away feels. The end result is extremely disorienting for all victims.
System: When used against a single victim, the player must spend one Willpower point and roll Manipulation + Intimidation (difficulty is victim's current Willpower points). For use against crowds, the difficulty is 7, and the power affects everyone within the vampire's line of sight and subtracts one point from Perception per success rolled. Victims whose Perception has been reduced to zero can only sit down and wait for the disorientation to end. Duration against a single victim is determined below. Against a crowd, the power persists until sunrise.
Success | Result |
1 | One week. |
2 | One month. |
3 | Six months. |
4 | One year. |
5 | Permanent. |
[ 8 ] Visions From The Asura ( XXX - Page X )
This terrible power, which bears some intriguing similarities to various applications of Dementation, is named after the demonic Asura who are believed to grant the hellish visions it induces. The visions work subtly within the target's mind; and in the end, the poor victim must question everything that happens around her, not knowing whether it is reality or illusion.
When afflicted with the Visions, the victim experiences random illusions (affecting all senses) that could be everyday events and things. For example, if the victim is entering a castle, she may be approached by a servant. While she is walking by a building, a door opens and a woman calls her name. The victim suddenly smells something burning. She feels a tug at her clothes. She sees a door in a wall where there is not door, or a door is covered to look like a wall. These effects always disappear after the victim reacts to them, showing her that it was only an illusion. From time to time (no more than twice per night), horrid events take place, like the victim turning a corner and seeing a grisly murder or finding herself attacked by a hated foe or a hideous monster. In the end, the victim begins to question any event, wondering if it is illusion or reality. Also, others wonder about her sanity as she interacts with things only she can see, and ignores quite tangible events.
System: In order to invoke the Visions, the character observes the target for at least five minuts, and the player spends three points of Willpower and rolls Manipulation + Subterfuge. The difficulty is the target's Willpower. If the target has any derangements, this difficulty rises by +1. If her Path rating is 3 or less, or if she is a path initiate, the difficulty is decreased by -1. The effect lasts for 1 night, plus 1 additional night per success. At the end of each night of Visions, the victim loses a point of temporary willpower. If the victim has no Willpower left, she instead develops a derangement.
The only real defense against this power is Auspex 9. The victim may suspect certain events are illusions and roll Perception + Alertness (difficulty 9), but the victim should roll for everything she sees, feels and hears, as she can never be certain what is illusion and what is not.
[ 9 ] Mayaparisatya ( Vampire: The Masquerade 20th Anniversary Edition - Page 149 )
This expression of Chimerstry allows the Cainite to directly alter or create real objects or creatures, although such changes are of finite duration. A vampire with this power can transform the air around a rival Kindred into fire or render a locked door insubstantial. A more harrowing use of this power enables the vampire to force an object out of existence by transforming it into nothing more than a wisp of its former reality.
System: To use this power, the player must spend 10 blood points and one permanent Willpower point and roll Manipulation + Subterfuge. Difficulty for the roll is 6 for affecting inanimate objects, and the victim's Willpower rating for affecting characters. This power can affect anything within miles (kilometers) of the vampire, as long as the character is aware of the target in some way. If used with Far Fatuus, the effects are centered on the chosen location. This power can affect a number of conscious targets equal to the Kindred's Willpower per use. When dealing with inanimate objects, the number of successes determines how drastic the alteration may be. No matter how many successes the player rolls, the duration is always a scene. This power can affect any objects of a type within the vampire's targeted area. When using the power on conscious targets, consult the table above for alterations (such as forcing the victim into another form or transforming her into a different substance). If using the power to negate the victim's existence, the power inflicts two levels of unsoakable aggravated damage per success. If the power doesn't kill the victim, subtract one dot of Strength and Stamina per success. The damage must be healed normally, but the lost Attributes return at the end of the scene. Victims of this power look hazy and insubstantial. Victims destroyed with this power simply vanish.
Success | Result |
1 | Render an object harmless (swords won't cut, firearms won't shoot), create a large volume of obscuring smoke. |
2 | Change an object into another object (turn candles into tarantulas, etc.). |
3 | Render the object insubstantial, make smoke solid. |
4 | Cause drastic changes (stone becomes highly flammable). |
5 | Cause the environment to behave illogically (gravity twists sideways, rivers stand still as hills flow upward). |
6 | Delete any offending material objects from existence. This effect is permanent (to use this on conscious targets, follow the system described below). |
[ 9 ] Truths Of The Universe ( XXX - Page X )
This rare power originated in the homeland of the Ravnos clan and it is unknown whether or not it has made its way west to Europe. This power relies upon the belief that all of physical reality is but an illusion. As such, the Ravnos, masters of illusions, should theoretically be able to create reality with their gifts. Of course, it is not that simple; but masters of Chimerstry can, with extreme effort, force one of their illusions to meld with the illusion of reality and become, for all intents and purposes, real.
System: This power is best left in the hands of Storyteller characters, with Storyteller determining the effects. At the cost of a permanent point of Willpower, the Ravnos is able to make one of her illusions, and all its effects real - no matter how impossible or incredible. The scope and limitations of this power are, as has been stressed, very much up to the Storyteller.
With this power, a Ravnos could make a permanent Horrid Blade, ranting him an exceptionally potent weapon. A simple Dweomer of a sack of precious gems can be made real, granignt the Ravnos immense wealth. Or a diabolic Cainite can create a monster with Apparition. Objects made real with this power are just as "permanent" as any other object; for instance a Horrid Blade made real by Thruths of the Universe can be shattered just like any other sword.
[ 9 ] Visions From The Asura ( XXX - Page X )
This power denies the target's access to all five senses. For the duration of the effect the target cannot see, hear, smell, taste or feel anything. This effectively makes the target lose contact with the world. Any power that involves these senses (i.e. Aura Perception, Clairvoyance, Clairaudience) is inoperable.
System: The difficulty number is the target's current Willpower. The effects last for a duration indicated by the table below.
Success | Duration |
1 | One turn. |
2 | One hour. |
3 | One day. |
4 | One month. |
5 | One year. |
[ 10 ] Reality ( XXX - Page X )
This allows the illusion master to trap another in an alternate reality. Until the victim escapes or is let free, she wanders around in a universe where everything from its appearance to its physical laws are defined by the wielder of this power.
System: Use of this power requires a Wits + Intimidation roll (difficulty of the target's Willpower + 2). Three successes are needed to send the target into this reality, and the victim must spend a number of Willpower points equal to the total number of successes to escape. Note that the target really does leave her previous reality and cannot be found with any Discipline.