In-Clan Disciplines


In-Clan disciplines are disciplines that are guarded by certain clans who feel ownership over them; more specifically, these powers tend to show up in only one clan and must be taught by members of that individual clan, Caitiffs aside. These disciplines do not include Blood Magic, as it has its own section, but they do include Counterthaum, because it can take the form of both a path of thaumaturgy and its own, individual out-of-clan discipline.

The house rules below are either clarifications or downright changes for balance (marked as being bold and red) to discipline powers of their appropriate branch. These extend into elder powers, which can be found in many different books, and into alternative levels, which can sometimes be found in second editions or expanded clan books for specific disciplines. If your power is not in the listing below, please email the storytellers and inform them of this oversight!

Chimerstry by Hematite


Illusions can be defeated and seen through in two ways: Defeated by Auspex using the "Seeing the Unseen" rules, or "proved" to be false. Proving an illusion false requires the illusion to either behave differently than a real version, such as an illusion created with Fata Morgana (Chimerstry 2) that someone attempted to lift and move, or the a statement from the player saying "I disbelieve that this is real" and challenging it physically. An attempt to break an invisible force field created with Ignis Fatuus (Chimerstry 1) would not work because you are attempting to break through a barrier you believe is real, not disbelieving that the barrier exists at all.

If, because of OOC knowledge, the question of whether or not the character would understand is unclear, a contested Manipulation + Subterfuge vs Perception + Awareness can be used to see if the character perceives the illusion to be false. Wherever possible, the scene will be described as if the illusion were real to preserve the reaction, and the player must always ask for this Perception + Awareness test.

For clarifications regarding Seeing the Unseen, see the Auspex Clarification page.


Illusions created by Chimerstry do appear on cameras and other electronic devices.

Illusions created with Chimerstry can only have as much detail as the user understands. Thus, "money" created by Chimerstry would likely be missing important details and appear as counterfeit, or at least not all have unique serial numbers. Illusory "light" would function the same way. It wouldn't create light that would truly illuminate the room, only "revealing" details of the room as the Chimerstry user imagines them - simply more Chimerical illusions.

Chimerstry cannot subtract anything, only add. As such an illusion created with Chimerstry could not make something invisible, but could cover it with a larger illusion of something else (e.g. a false wall that someone could hide behind).

The creator of an illusion will automatically be able to pierce it, since he knows it to be false.

Piercing an illusion does not mean that it goes away or that the character can suddenly see right through the illusory wall in front of her. It only means that the perceiving character now knows that the illusion is false and may ignore the sensations caused by it (she could walk through the wall unhindered, ignoring the sense of touch from it).

One observer successfully piercing an illusion does not mean that everyone else automatically does so as well, though the one who did pierce the illusion may point out to others that there is an illusion and inspire others to attempt to pierce as well.

A failed attempt to pierce an illusion firmly roots the reality of the illusion in the observer’s mind. He will believe the illusion to be real for the remainder of the scene unless shown firm evidence to the contrary. A botched attempt to pierce an illusion renders the observer incapable of perceiving the reality of the situation making him incapable of piercing any illusion for the remainder of the scene, even when confronted with direct and irrefutable evidence.


Chimerstry 1: Ignis Fatuus [V20 144]

As stated above, pierced illusions do not vanish.


Chimerstry 2: Fata Morgana [V20 144]

As stated above, pierced illusions do not vanish.


Chimerstry 3: Apparition [V20 144]

The movement created by this power is pre-set, unless under direct concentration by its creator since it was originally created. This concentration requires an action to be taken each turn maintaining the illusion. Other actions may only be attempted during this time by splitting dice pools or taking Celerity actions. If at any point the character chooses to end this control, control cannot be reestablished with an existing Apparition.

Attempting another action while maintaining control of an Apparition requires a Willpower roll, the dice pool for which must be split with the action being undertaken as per the split action rules unless using Celerity, at the same difficulty as the action being attempted. Failure on this roll causes the user to lose control of the illusion. Botching this roll causes the illusion to vanish immediately.

This power can be used to conceal your own appearance similar to Mask of a Thousand Faces but requires dedicated concentration as stated above. This can be used on another person in a similar way if the user keeps the person in full view and maintains active concentration. Losing concentration on such an illusion is particularly disturbing as the illusion will continue to “loop” repeating whatever the last thing the subject was doing, no longer in sync with the subject. In such a case, all observers may automatically attempt to pierce the illusion.


Chimerstry 4: Permanency [V20 145]

Illusions granted permanence by this power will last until their creator voluntarily dismisses them.


Chimerstry 5: Horrid Reality [V20 145]

The illusions created with Horrid Reality are visible (or audible or tactile or whatever sense is being affected if affecting less than all 5) to all observers, though the actual effects can only be directed against a single target.

Illusions created with Horrid Reality cannot be pierced without the use of Auspex and the Seeing the Unseen system by their target. Other observers may attempt to pierce the illusion as described above, should they have grounds to believe it false.

It requires a minimum of 3 successes to make a target believe he is staked. Unless the Chimerstry user wishes it by making the illusion behave correctly, the stake cannot be removed by normal means, except by the one who controls the illusion.

Once created, a Horrid Reality illusion remains active under the control of the creator able to be manipulated as an Apparition. The user may attempt to use the same illusion to continue to cause damage to the target on subsequent rounds as long as he maintains control.

If someone is driven into Torpor with this ability, they remain in Torpor for the normal amount of time designated by their Path Rating.

If a character with Auspex 5 has reason to believe that the Horrid Reality event might be an illusion (see above), they may call for a Seeing the Unseen roll before they are subject to the effects of Horrid Reality. If successful, they are immune to all effects stemming from that use of Horrid Reality.

The health levels of damage inflicted by Horrid Reality are unsoakable. The illusion includes the demonstration of the damage, and you believe that that is the damage after any natural resilience you possess.


Chimerstry 6: Army of Apparitions [DAC 80]

This power is treated in all ways as Apparition, save that multiple illusions may be controlled at once.

The user does not need to split her dice pools to control multiple illusions created with this power, but still must do so to take any other action.


Chimerstry 6: False Resonance [V20 145]

Any variable difficulties in targeting the illusion with powers will use the statistics of their creator as appropriate.

The user may dictate in as great or as little detail as he wishes, the precise details of the aura, thoughts or other information being imbued into the illusion.


Chimerstry 6: Fata Amria [Cb-Rav 42]


The difficulty of this power’s activation is the target’s Current Willpower.

Successes gained on this power must be split between duration and the severity of the curse as listed in the power. 1 Success will curse the target for the remainder of the night, 2 for the week, 3 for the month, 4 for 3 months, and 5 for 6 months.

The nature of the curse is largely up to the power’s user, but must be detailed in the verbal curse used on the target. For example, a curse of “May your finger slip from the trigger” with 4 successes spent to severity would cause the victim to automatically fail all Firearms rolls in stressful situations (such as combat).

The effects are not cumulative, so a character cursed with a 4 success severity effect would not also suffer a loss of 2 dice and a +2 difficulty increase.

If a victim is cursed with a 3 success severity effect, the definition of “Pinnacle moment” will be up to the ST to decide, though it will come into effect any time that failing the given roll will have particularly bad repercussions.

This is not a purely mystical curse. The user must designate a particular illusory effect that will follow the target and appear from time to time, appearing to cause the mishaps associated with this power. This illusion will be visible to all observers and may be pierced as any other illusion, though doing so only renders the user immune to that particular manifestation. A target who has successfully pierced a Fata Amria curse in the past has automatic justification to attempt to pierce it each time it reappears for the duration of the curse.


Chimerstry 6: Fatuus Mastery [V20 146]

The user may now maintain control of a number of illusions equal to his Intelligence score, with full control as per Apparition, without the need to make Willpower rolls or split his dice pools for additional actions.

The user may maintain control (though not actively control) an illusion within a number of miles equal to his Permanent Willpower. This does not allow him to direct illusions outside of his line of sight, but does allow him to maintain the control link so that he may leave them for a time, then return to them later and find them still under his full control.


Chimerstry 6: Horrid Blade [LS4 34]

This is an earlier version of the power Horrid Blade of the Demons. Emerald Coven Chronicles uses that version of this power as presented in Player’s Guide to the Low Clans.


Chimerstry 6: Horrid Blade of the Demons [PGttLC 146]

The cost of this power is 2 Willpower. The user then also spends a variable amount of blood equal to the damage bonus he desires the blade to inflict.

Given the mutable nature of a weapon’s damage via the crafting system, the restriction limiting a Horrid Blade to no more than 1+ the weapon’s base damage is lifted. The weapon may deal as much damage as the user spends blood.

Damage caused by a Horrid Blade is considered mystical aggravated damage, and is not soakable by armour or any other purely physical defense against aggravated damage.

A Horrid Blade is not truly real and thus cannot be blocked or parried, though it can be dodged. Anyone attempting to parry a Horrid Blade will automatically fail, but then gains immediate justification to attempt to disbelieve the illusion.


Anyone who successfully pierces the illusion of a Horrid Blade becomes immune to all damage from it for the scene.


Chimerstry 6: Mass Horror [DAV 183]

This is a previous version of Shared Nightmare. Emerald Coven Chronicles uses that version as presented in V20.


Chimerstry 6: Mass Reality [PG2 134]


This is a previous version of Shared Nightmare. Emerald Coven Chronicles uses that version as presented in V20.


Chimerstry 6: Shared Nightmare [V20 146]

This power expands Horrid Reality, allowing it to directly affect multiple people. Except as noted, this power behaves exactly as Horrid Reality.

The extra blood must be spent the first time the user wishes the illusion to directly interact with a given target. This may be done at any point in the round, even if it is not the user’s initiative.

The user may direct the illusion to attack any target that he has spent blood for. Any target the user has spent blood for, unless able to pierce the illusion with Auspex, will treat the illusion as inherently real no matter what its actions may be.


Chimerstry 6: Truth’s Essence [LS4 34]

If a question arises as to the user’s “justification” to suspect an illusion’s presence, use the system above in the main Chimerstry entry.

The difficulty of the roll to dispel an illusion is equal to 5 + it’s creator’s rating in the discipline that created it, -1 per level by which the user’s Chimerstry exceeds that rating. So a Ravnos with Chimerstry 6 using this power to dispel the Mask of a Thousand Faces from a Nosferatu with Obfuscate 4 would roll Wits + Subterfuge at difficulty 7 {5 + 4 (Nosferatu’s Obfuscate Rating) – 2 (Difference between the Nosferatu’s Obfuscate and the Ravnos’ Chimerstry ratings)}.


Each use of this power will dispel all illusions in the Ravnos’ immediate vicinity. The activation of the power allows the Ravnos to roll once against each user of an illusion within 50 feet. Note that the illusion’s creator does not need to be within 50 feet of the Ravnos if the illusion is.


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