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Chimerstry 
The Ravnos are heirs to a legacy of illusion, and none can say exactly why. The elders of their clan, when properly approached, speak cryptically of ghouls and rakshasas, and the shapeshifting antics of their Antediluvian founder are the subject of many a dark campfire tale among the clan. But whatever the source, the nomadic Ravnos have a potent weapon in the form of their Discipline of Chimerstry.
Chimerstry is an art of conjuration; the vampire may draw upon her inner reserves to bring phantoms to life. These false images can confound mortal senses and sensory equipment alike. If the Cainite's power is strong enough, illusions created by Chimerstry may even baffle the heightened senses of the vampire. The Ravnos are fond of using this power to seduce, swindle or enslave mortals, effectively purchasing their victims' souls in exchange for a sack of bouillon that isn't there.
Illusions created by Chimerstry may be detected by Auspex (see "Auspex vs the Invisible"). They may also 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).
Ignis Fatuus
The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulphurous stench, the image of a curtain, or the feet of raw silk. Note that although 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.
System:The vampire must spend a point of blood for every illusion. But they cannot be animated., and only effect one sense, i.e. Smell, sight. The illusion will disappear when the vampire loses concentration or moves location
 Fata Morgana
The Cainite can now create illusions that appeal to all the senses, although they remain static. For example, the vampire could throw a mirage over a dank basement, making it appear to be a sumptuous boudoir, although she could not create flickering candles or a flowing fountain. Again, the dweomer has no solid presence, although it's easy enough to make a filthy mattress on two sawhorses feel like a four-poster bed.
System:The player spends 2 Blood points to create the dweomer. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does. The illusion will disappear when the vampire loses concentration or moves location
  Apparition
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 Ravnos 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 specific way. She may change the image's movement only if she has done nothing but concentrate on the mirage since creating it. The illusion will disappear when the vampire loses concentration or moves location
   Permanency
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 3 blood points, and the illusion becomes permanent until dissolved.
    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 imaginary noose can strangle him, and an illusory wall can block him. This power 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.
System:This costs 3 Blood to activate and can do damage to the victim, but rather than taking the damage from the Hitpoints they are taken from the Victims Blood pool, until the Victim enter Torpor, The victim can also use Disciplines. And will enter frenzy if they run low on blood.
This power cannot actually kill its victims (although a target with a heart condition may well die from fright); a victim "killed" by an illusory attack loses consciousness or enters torpor. All injuries disappear once the victim is truly convinced that she wasn't actually harmed by the Horrid Reality. Of course, such a cure may take a long time, or even psychological therapy. The nightmarish power of Chimerstry is nothing to take lightly.
Chimerstry Extended
Fata Amria Level Six (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 Blood point to initiate. The Ravnos verbally curses the target. The number of Blood spent 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.
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.
1 blood Inconvenient effects; target loses
two from all actions.
2 blood Minor effects; difficulty numbers are
raised by two when in a given
circumstance.
3 blood Major effects; target automatically fails
a certain action at a pinnacle moment.
4 blood Serious effects; target automatically
fails certain actions in any stressful
situation.
5 blood Disastrous effects; target fails all
actions involving a given Attribute,
Ability or Discipline.
Sensory Overload Level Eight (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.
System:The character spends blood to activate this. The duration of Sensory Overload is determined by the number of blood, shown on the table below.
1 blood One turn
2 blood One scene
3 blood One hour
4 blood Six hours
5 blood One day
Fatuus Mastery Level Nine (Ravnos)
In addition to the ability previously stated in The Vampire Players Guide, 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.
System: n/a
Pseudo-Blindness Nine (Ravnos)
In addition to the benefits previously stated for this power (see The Vampire Players Guide), 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 enchanted.
System: n/a
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