chimerstry discipline

The Ravnos clan once held command over the discipline of Chimerstry, but the Toreador have taken it and made it their own. It is said that the Ravnos, hidden in their isolated nomadic wanderings, still hold the mastery secrets, but many Toredor say this is just rumor and hearsay.

Notes on the illusions: Auspex, or any other power that heightens sight or smell, will gain benefits to seeing through the powers of Chimerstry, no more than a +1 though.

A character must roll successful perception roll (plus any sort of supernatural power stat, like Blood potency or Primal Urge). Each success rolled with any Chimerstry power will increase the number of successes needed on this perception roll to see through the illusion. However, if the target interacts with the illusion physically they gain a +3 die bonus to their perception roll to break the illusion. If the character succeeds on the perception roll in this manner the illusion is dispelled.

Also note that this Discipline is not a mind-affecting power (not until it gets to the fifth dot power, Horrid Reality) therefore characters immune to mind-altering affects are not automatically immune to the one to four dot versions of Chimerstry.

Ignus Fatuus (One Dot) – Latin for Will o the Wisp, this power allows the character to create a static illusion that affects one sense.
Cost – 1 Willpower
Dice Pool – None
Action – Instant
Effect – The minor, static image is created within 50 ft of the user. It lasts until the wielder walks further than 50 ft away from the illusion or if someone sees through it (see above). The power can fool one sense, so you can make a smell of sulfur, the feel of silk, or the taste of strawberries (however, the illusions have no tactile ability to stop anything. An invisible wall cannot hold anyone back, only make them think they can be held back)

Fata Morgana (Two Dots) – Latin for mirage, this power improves the control over illusions. Many Toredor use this power to experiment with art before creating it.
Cost – 1 Blood Point
Dice Pool – None
Action – Instant
Effect – This illusion functions as Ignus Fatuus, except that it is capable of fooling multiple senses at once. The Toreador may make a dank basement look like a lavish room, although no part of the illusion may move at all. And while the power still provides no tactile resistance, a dirty mattress on a sawhorse with a tattered blanket can easily be made to look and feel like a king sized bed with a plush comforter. They may still make illusions only within 50 ft. of themselves, and they are dispelled if an observer sees through the illusion or the vampire moves away from the illusion.

Apparition (Three Dots) – Not a power unto itself, this power allows the illusions created with Ignus Fatuus and Fata Morgana to move.
Cost – 1 Willpower (as an extra cost to either power)
Dice Pool – None
Action – Instant
Effect – The vampire may now allow his illusion to move in one specific way. The wielder may change the direction of the illusion but only after a full turn of concentration. Thus, a living person, fluttering drapes, a roaring fire, or a bubbling fountain.

Permanency (Four Dots) – This power furthers the control of the illusions created by Ignus Fatuus or Fata Morgana.
Cost – 1 Blood Pool (as an extra cost to either power)
Dice Pool – None
Action – Instant
Effect – This power allows the illusion to persist while the vampire is out of line of sight. This allows Toreador to cloak their homes or create works of art to fool onlookers. It lasts until dispelled or seen through by an onlooker.

Horrid Reality (Five Dots) – The illusions created with earlier powers are no longer physical illusions but projected directly into the mind of the onlooker. This power only affects one target at a time, but no outside force can convince the character that they are not actually being burned or blocked by a fake wall. The effect lasts for one scene, and the target
Cost – 1 Willpower, 2 Blood Points
Dice Pool – Manipulation + Subterfuge + Chimerstry vs target’s Intelligence (plus power stat like Blood Potency)
Action – Instant
Dramatic Failure – The target is unconvinced, and gains a permanent +1 versus all forms of illusion in the future, regardless of its source.
Failure – The target is unconvinced, but is unaware that the power was used on them at all (note, the vampire may still give it away with their actions)
Success – The target is convinced that the illusion is real, and no force can break the Toredor’s control over the target until the scene is over. Even other people showing the target that the illusion is not real will not assist in breaking the illusion. If the illusion intends harm, the power deals lethal damage equal to the number of successes earned. A target cannot be killed by this power; a target simply falls unconscious for a number of turns equal to successes earned. If not killed in this manner the damage will fade after the illusion fades. This damage can be dealt every turn (if applicable) until the end of the scene.
Exceptional Success – This power lasts until sunrise.

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chimerstry discipline

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