World of Darkness: Tenebris Raptis

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Join date : 2010-01-28

PostSubject: Chimerstry   Mon Feb 08, 2010 4:13 pm

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 ghuls 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 "Seeing the Unseen," p. 152). 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 sulfurous stench, the image of a curtain, or the feel 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 player must spend a point of Willpower to create this illusion. It lasts until the Ravnos 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; this requires no effort, only the merest whim.

**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 a Willpower point and a blood point to create the dweomer. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does.


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.


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.

*****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: A Horrid Realty costs two Willpower points to set in motion and lasts for an entire scene (although its effects may last longer; see below). If the vampire is trying to injure his victim, his player must roll Manipulation + Subterfuge (difficulty of the victim's Perception + Self-Control). Each success inflicts one health level of damage on the victim; if the player wishes to inflict less damage, he may announce a maximum amount of damage before rolling the dice. 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.


[ 6 ] False Resonance

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 ] Fatuus Mastery

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 ] Shared Nightmare

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.

[ 7 ] Far Fatuus

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 ] Suspension Of Disbelief

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.
Successes Result

1 Five people
2 10 people
3 25 people
4 50 people
5 Everyone who can see it

[ 8 ] Synesthesia

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.
Successes Result

1 One week
2 One month
3 Six months
4 One year
5 Permanent

[ 9 ] Mayaparisatya

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.

Successes 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).
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