Chimerstry

Chimerstry is the art of conjuration; the vampire may draw on inner reserves to bring phantoms life. These false images can confound mortals and even some kindred. These illusions can be shown to be false with a variety of other powers. They can also be shown for what they are if a victim can prove the falsehood of the illusion, though it is seldom easy.

Primary Discipline Flaw: The vampire will suffer hallucinations in times of stress.

• Ignis Fatuus

The vampire may conjure a minor, static mirage, which confounds one sense. For instance, the smell of sulphur, or the image of a rose. Note that an imaginary wall still keeps no prisoners, and a false razor leaves no wounds.


Cost: One blood point.

Dice Pool: Intelligence + Related Ability. See System.

Action: Immediate.


Roll Results

Botch: The vampire is unable to create the illusion, and cannot attempt Ignis Fatuus on the same target for the remainder of the scene. The blood point spent is lost.

Failure: The vampire is unable to create the illusion, and must wait until her next turn to attempt this again. The blood point spent is lost.

Success: The vampire successfully creates the desired illusion.


System

Creation Roll
Animals Animal Ken
Building Constructions (Wall, Bridge, House, etc.) Carpentry
Firearm Weapons Firearms
Food Cooking
Melee Weapons Melee
People Artistic Expression
Plants Biology
Sounds Mimicry
Vehicles Driving

This illusion lasts until the vampire leaves the vicinity, i.e. leaving the room, or the merest whim of the caster can end the illusion. If neither occur before dawn, the illusion will dispel as the vampire goes to sleep for the day.

Roll For Falsehood.

Whilst these illusions are difficult to prove as being false without the aid of another power, there are occasions in which a victim may come to doubt the realism of a creation. When this occurs, a victim may make a roll to see through the illusion.


Dice Pool: Wits + Enigmas.

Botch: The victim is unable to prove the falsehood and continues to be fooled by the illusion.

Failure: The victim is unable to prove the falsehood and continues to be fooled by the illusion.

Success: The victim is capable of seeing through the illusion, and it comes ripping down around him to reveal what is truly there.


System

A victim may roll to see through the illusion when obviously strange and unusual things begin to occur. A bar turning into a sunny beach, a dragon flying by the window, or anything else that is clearly unbelievable, may be contested. Illusions doing things that should not be possible, such as a sword entering someone's chest and causing no damage, or an illusionary person walking over a puddle and causing no ripples, can also be contested.

Targets cannot contest the illusion if it is created and acts in a manner that would ordinarily not arouse suspicion. Once the illusions are at level 5 mastery, it is irrelevant whether the target is aware they are illusions or not: the creations cannot be believed out of existence.

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