Chimerstry
Chimerstry | |
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Clans | Kinyonyi, Ravnos, Ravnos Antitribu |
Bloodlines | Phuri Dae, Nephilim |
Sects | Independents Laibon Sabbat |
Rituals | None |
Combination Disciplines | Chimerstry Combination Disciplines |
Play Status | Restricted |
Chimerstry is the secret power of illusions, poorly understood by outsiders and often considered almost to be actual magic by those who have no idea what the smallest and most insular clan and its offshoots are actually capable of. Drawing from the Ravnos' roots in ancient India and centuries of spiritual beliefs honed in the forge of their tribulations, they use it to create illusions that mimic and perhaps even warp reality, confusing and misdirecting their enemies, camouflaging their true intents, and creating a little bit of reality in their own image while they're at it.
Other clans often feel threatened by Chimerstry, since its powers are indistinguishable from the real thing, and use it as another reason to discriminate against the Ravnos, but the wisest outsiders simply mind their own business and hope never to have it pointed in their direction. Kindred with the Auspex Discipline can sometimes recognize Chimerstry illusions for what they are, but this is by no means a sure thing.
Basic Powers
Ignis Fatuus
You may create a single illusion that affects only one of the senses; it could be a static, unmoving image, a single noise, a phantom taste or physical sensation, or a scent with no actual source. It remains for the rest of the scene unless you choose to banish it, and appears completely real to that single sense, although it does not seem to exist to the others (so an illusory rose might look perfectly real, but have no scent and allow hands to pass right through it). You must remain in the same room with the illusion to maintain it at all times. Should anything patently impossible happen that makes it clear that the illusion isn't real, it disappears.
Fata Morgana
Just as in Ignis Fatuus, you can create a single illusion that cannot move, but it now affects all five senses. An illusion of a moving person or playing movie is impossible, but an illusion of a very real-seeming sword, a coat rack that people absently hang their coats on in passing, or even an unmoving, staring butler in the corner are all easily accomplishable. As before, anything that makes it clear that the illusion isn't really there will break it, but this is considerably more unlikely now that all senses are affected, and you still must stay near the illusion to keep it from disappearing. Illusory weapons cannot actually injure anyone, but those struck with them still feel pain and impact as if they were, and will only realize that they weren't injured after the scene ends or the illusion is dispelled.
Intermediate Powers
Apparition
Illusions you create can now have a full range of movement, allowing illusions of people and animals to walk around and talk, illusions of machinery or electronics to appear to function just like real ones, illusiory features in the room to move appropriately with air currents and vibrations, and so on. This makes illusions far more difficult to disbelieve than earlier levels, and may cause even those with powerful Auspex not to realize that they should try to look any closer.
Permanency
You may choose, with some effort, to make your illusions permanent; they no longer vanish at the end of a scene, and continue to exist forever unless successfully dispelled (or something happens that would "destroy" them, such as an illusiory vase being thrown off a building). At this point, the Ravnos are essentially capable of creating new things; as long as no one is powerful enough to realize that items are illusions, they might as well be as real and permanent as if you had gone out and learned to actually use glass-blowing techniques to craft a vase by hand.
Advanced Powers
Horrid Reality
You may create an alternate reality, as fantastic as you wish, that affects only a specific target; they see whatever illusions you choose to inflict on them, and these phantasms are so realistic that they confuse your victim's mind and body into believing in them so strongly that they suffer real injuries if the illusion "hurts" them. It is extremely difficult to disbelieve in this power, although it is also very taxing for a Ravnos to use and you will likely only be able to do it once in a while.
Elder Powers
Aid of the Gandharvas
Army of Apparitions
False Resonance
Fantasy World
Far Fatuus
Fata Amria
Fatuus Mastery
Horrid Blade of Demons
Mayaparisatya
Mirror's Visage
Occlusion
Pseudo Blindness
Reality
Sensory Deprivation
Sensory Overload
Subtle Spy
Suspension of Disbelief
Truth's Essence
Truths of the Universe
Visions from the Asura
Important Things to Keep in Mind
Chimerstry works around the power of belief; if an illusion seems legitimate, someone viewing it will reinforce it with their own expectations, but if an illusion seems outlandish or impossible, onlookers may automatically try to disbelieve it. Especially unrealistic or unreasonable illusions - for example, a dragon laying waste to the capitol building, or Kindred suddenly turning into glowing white angels - have a much higher chance of failing than ones that allow their targets the option of perhaps believing in what they see before them.
Disciplines | |
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Common Disciplines | Animalism • Auspex • Celerity • Dominate • Fortitude • Obfuscate • Potence • Presence |
Rare Disciplines | Abombwe • Alchemy • Bardo • Chimerstry • Countermagic • Daimonin • Deimos • Dementation • Flight • Kai • Maleficia • Melpominee • Mytherceria • Nihilistics • Obeah • Obtenebration • Protean • Quietus • Rift • Sanguinus • Serpentis • Spiritus • Striga • Temporis • Thanatosis • Valeran • Vicissitude • Visceratika |
Blood Sorcery | Akhu • Anarch Sorcery • Dark Thaumaturgy • Dur-An-Ki • Koldunism • Mortis • Nahuallotl • Necromancy • Ogham • Sadhana • Sielanic Sorcery • Sihr • Thaumaturgy • Vodoun • Wanga |