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 • Fatuus Mastery (VPG)
No longer needs to spend
Willpoints to create illusions. The Kindred no longer needs to sense
the illusions to have them continue, though the Vampire must be within
1 mile of the illusion.
6 • Mass Reality (VPG)
Allows more than one person to experience Horrid Reality. Anyone in the same general area senses it as if it were real.
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 Willpower rating. This will
continue until whatever fashion dictated by the vampire until she
discontinues concentration.
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 scene.
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 • 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).
One turn to one year.
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 2 willpower points. The
player decides what the victim experiences, nightmare or paradise. If
the fantasy world differs inordinately from reality, the victim can
make a willpower roll to attempt to detect the illusion. The more
realistic the world, the less likely the victim will realize something
is amiss. A victim who recognizes what is happening can spend a
willpower point to shatter the illusion. When this happens or the time
limit expires, the Ravnos may try to reestablish the illusion but at
twice the difficulty.
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 successes are needed to send the victim
to this reality. The target really does leave her previous reality and
cannot be found with any discipline.
6 • Fata Amria (Clanbook: Ravnos)
9 • Sensory Deprivation (Clan: Ravnos)