Post by Andrei on Jun 11, 2007 15:50:00 GMT
Ravnos
1 • Ignis Fatuus (VPG)
You can create minor, static illusions. These affect only one sense, and are undetectable to all others. Even if an illusion of touch is created, it is not really there, and thus can be passed through. You must be able to sense the illusion to create it. The illusion lasts until you can no longer sense it, or you decide to end it, or someone penetrates the illusion. The illusion cannot move.
2 • Fata Morgana (VPG)
An illusion created with this power can be detected by any and all senses, as you decide when you create it. Once again, it is not really there, and can be passed through.
3 • Apparition (VPG)
This power allows the illusions you create with Chimerstry to move. You can change or stop the motion, but only if you have done nothing save concentrate on the illusion since creating it.
4 • Permanency (VPG)
This power allows the illusions you create with Chimerstry to continue even when you can no longer sense them. The illusion will remain until it is penetrated, or you choose to dissolve it.
5 • Horrid Reality (VPG)
This power is only effective against one target at a time. The target believes completely and totally that the illusion exists. Thus, an illusory fire will burn him, and illusory wall will stop him, and an illusory bullet can wound him. This power cannot be used on yourself. Note that this damage cannot truly kill someone. In fact, it will disappear once the victim is truly convinced that she has not been harmed, but this can take a considerable amount of time.
6 • Army of Apparitions (Dark Ages Companion)
A Ravnos can create an army of apparitions that move and look like the real thing. The vampire must have working knowledge of the apparition, ie, one was never seen a cavalry charge cannot accurately reproduce it. Victims of the illusions will react to them as if they were real. Must spend a blood point for each moving apparition after the first. The number of individuals created is equal to the level of Chimerstry possessed. This will continue until whatever fashion dictated by the vampire until she discontinues concentration.
6 • False Resonance (Cbk Rav Rev)
Illusions of living or unliving beings are all well and good until someone decides to read the illusion's mind or aura. A Ravnos 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. This power automatically applies to any other use of Chimerstry. In effect, any attempt to use Auspex or the Demenation: Eyes of Chaos, 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 (Cbk Rav Rev)
A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels and can maintain or control illusions with minimal concentration or fatigue. The illusion will remain until sunrise, unless the player spends blood to make it permanent.
6 • Mass Reality (Cbk Rav Rev)
A Ravnos can inflict Horrid Reality on a crowd. The player must spend one blood point per target and two Willpower points.
7 • Far Fatuus (VPG)
This allows the vampire to create illusions as a distance. The vampire must mentally picture the destination. This means the vampire must have been personally to the destination, or have it described to him, or have a photograph.
7 • Mirror's Visage (Dark Ages Companion)
The vampire can create illusory copies of herself each capable of independent movement. Costs 1 blood point for each copy. Anyone examining multiple images cannot tell the illusions from the genuine article. The caster must be able to see the illusion to issue mental commands, once out of sight the illusion continues to follows its orders until the Ravnos allows to fade or issues new orders. Attacks on the illusions only pass through it, if the Ravnos is not present to give commands, the illusion will not react at all and continue to do what it was ordered to do. Lasts for one page unless extended by burning a blood point.
7 • Suspension of Disbelief (Cbk Rav Rev)
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 gray aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A Ravnos can also use this power to make something appear unbelievable, whether it's real or not.
8 • Fantasy World (Dark Ages Companion)
A Ravnos with this ability can create an illusory world in someone else's mind. The victim of this could be wasting away in prison but believe himself to be in another world. Costs two blood points. The player decides what the victim experiences, nightmare or paradise. If the fantasy world differs inordinately from reality, the victim can break out of the illusion after a page. The more realistic the world, the less likely the victim will realize something is amiss. When this happens or the time limit expires, the Ravnos may try to reestablish the illusion but at twice the difficulty.
8 • Occlusion (Cbk Rav Rev)
A Ravnos 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 react meaningfully with the real world for the power's duration. The Ravnos has complete control over how the target's senses work and can manipulate them to suit. Against a crowd, sensations are randomly shuffled, so one man will see what the woman next to him hears, but hears what the man 15 feet behind him hears and feels what the child a block away feels. Costs one blood point.
First attempt lasts one week
Second attempt lasts one month
Third attempt lasts three months
Fourth Attempt lasts one year
Fifth Attempt is permanent.
8 • Pseudo Blindness (VPG)
The vampire is unaffected by any Obsfucate or Chimerstry powers below level 9. Furthermore lies cannot effect the vampire. If a lie is told, the vampire will hear it but know it to be false.
9 • Mayaparisatya (Cbk Rav Rev)
Allows a Ravnos to directly alter or create real objects or creatures for a finite duration. A Ravnos 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 Ravnos to force an object out of existence by transforming into nothing more than a wisp of its former reality. Costs 10 blood points. This can affect anyone within in miles as long as the Ravnos is aware of the target in some way.
1st Attempt: Render an object harmless (swords won't cut, firearms won't shoot), create a large volume of obscuring smoke
2nd Attempt: Change an object into another object (turn candles into tarantulas, etc).
3rd Attempt: Render the object insubstantial, make smoke solid
4th Attempt: Cause drastic change (stone becomes highly flammable)
5th Attempt: Cause the environment to behave illogically (gravity twists sideways, rivers stand still as hills flow upward)
6th attempt: Delete any offending material object from existence. This effect is permanent.
9 • Sensory Deprivation (VPG)
This power denies the target's access to all five senses. Any powers that involve the senses are inoperable (Aura Perception, Clairvoyance). Lasts a page.
10 • Reality (VPG)
This allows the vampire to trap another in an alternate reality. Until the victim escapes or is let free, she wanders around the universe where everything from its appearance to its physical laws are defined by the wielder of this power. 3 attempts are needed to send the victim to this reality. The target really does leave her previous reality and cannot be found with any discipline.
1 • Ignis Fatuus (VPG)
You can create minor, static illusions. These affect only one sense, and are undetectable to all others. Even if an illusion of touch is created, it is not really there, and thus can be passed through. You must be able to sense the illusion to create it. The illusion lasts until you can no longer sense it, or you decide to end it, or someone penetrates the illusion. The illusion cannot move.
2 • Fata Morgana (VPG)
An illusion created with this power can be detected by any and all senses, as you decide when you create it. Once again, it is not really there, and can be passed through.
3 • Apparition (VPG)
This power allows the illusions you create with Chimerstry to move. You can change or stop the motion, but only if you have done nothing save concentrate on the illusion since creating it.
4 • Permanency (VPG)
This power allows the illusions you create with Chimerstry to continue even when you can no longer sense them. The illusion will remain until it is penetrated, or you choose to dissolve it.
5 • Horrid Reality (VPG)
This power is only effective against one target at a time. The target believes completely and totally that the illusion exists. Thus, an illusory fire will burn him, and illusory wall will stop him, and an illusory bullet can wound him. This power cannot be used on yourself. Note that this damage cannot truly kill someone. In fact, it will disappear once the victim is truly convinced that she has not been harmed, but this can take a considerable amount of time.
6 • Army of Apparitions (Dark Ages Companion)
A Ravnos can create an army of apparitions that move and look like the real thing. The vampire must have working knowledge of the apparition, ie, one was never seen a cavalry charge cannot accurately reproduce it. Victims of the illusions will react to them as if they were real. Must spend a blood point for each moving apparition after the first. The number of individuals created is equal to the level of Chimerstry possessed. This will continue until whatever fashion dictated by the vampire until she discontinues concentration.
6 • False Resonance (Cbk Rav Rev)
Illusions of living or unliving beings are all well and good until someone decides to read the illusion's mind or aura. A Ravnos 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. This power automatically applies to any other use of Chimerstry. In effect, any attempt to use Auspex or the Demenation: Eyes of Chaos, 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 (Cbk Rav Rev)
A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels and can maintain or control illusions with minimal concentration or fatigue. The illusion will remain until sunrise, unless the player spends blood to make it permanent.
6 • Mass Reality (Cbk Rav Rev)
A Ravnos can inflict Horrid Reality on a crowd. The player must spend one blood point per target and two Willpower points.
7 • Far Fatuus (VPG)
This allows the vampire to create illusions as a distance. The vampire must mentally picture the destination. This means the vampire must have been personally to the destination, or have it described to him, or have a photograph.
7 • Mirror's Visage (Dark Ages Companion)
The vampire can create illusory copies of herself each capable of independent movement. Costs 1 blood point for each copy. Anyone examining multiple images cannot tell the illusions from the genuine article. The caster must be able to see the illusion to issue mental commands, once out of sight the illusion continues to follows its orders until the Ravnos allows to fade or issues new orders. Attacks on the illusions only pass through it, if the Ravnos is not present to give commands, the illusion will not react at all and continue to do what it was ordered to do. Lasts for one page unless extended by burning a blood point.
7 • Suspension of Disbelief (Cbk Rav Rev)
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 gray aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A Ravnos can also use this power to make something appear unbelievable, whether it's real or not.
8 • Fantasy World (Dark Ages Companion)
A Ravnos with this ability can create an illusory world in someone else's mind. The victim of this could be wasting away in prison but believe himself to be in another world. Costs two blood points. The player decides what the victim experiences, nightmare or paradise. If the fantasy world differs inordinately from reality, the victim can break out of the illusion after a page. The more realistic the world, the less likely the victim will realize something is amiss. When this happens or the time limit expires, the Ravnos may try to reestablish the illusion but at twice the difficulty.
8 • Occlusion (Cbk Rav Rev)
A Ravnos 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 react meaningfully with the real world for the power's duration. The Ravnos has complete control over how the target's senses work and can manipulate them to suit. Against a crowd, sensations are randomly shuffled, so one man will see what the woman next to him hears, but hears what the man 15 feet behind him hears and feels what the child a block away feels. Costs one blood point.
First attempt lasts one week
Second attempt lasts one month
Third attempt lasts three months
Fourth Attempt lasts one year
Fifth Attempt is permanent.
8 • Pseudo Blindness (VPG)
The vampire is unaffected by any Obsfucate or Chimerstry powers below level 9. Furthermore lies cannot effect the vampire. If a lie is told, the vampire will hear it but know it to be false.
9 • Mayaparisatya (Cbk Rav Rev)
Allows a Ravnos to directly alter or create real objects or creatures for a finite duration. A Ravnos 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 Ravnos to force an object out of existence by transforming into nothing more than a wisp of its former reality. Costs 10 blood points. This can affect anyone within in miles as long as the Ravnos is aware of the target in some way.
1st Attempt: Render an object harmless (swords won't cut, firearms won't shoot), create a large volume of obscuring smoke
2nd Attempt: Change an object into another object (turn candles into tarantulas, etc).
3rd Attempt: Render the object insubstantial, make smoke solid
4th Attempt: Cause drastic change (stone becomes highly flammable)
5th Attempt: Cause the environment to behave illogically (gravity twists sideways, rivers stand still as hills flow upward)
6th attempt: Delete any offending material object from existence. This effect is permanent.
9 • Sensory Deprivation (VPG)
This power denies the target's access to all five senses. Any powers that involve the senses are inoperable (Aura Perception, Clairvoyance). Lasts a page.
10 • Reality (VPG)
This allows the vampire to trap another in an alternate reality. Until the victim escapes or is let free, she wanders around the universe where everything from its appearance to its physical laws are defined by the wielder of this power. 3 attempts are needed to send the victim to this reality. The target really does leave her previous reality and cannot be found with any discipline.