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Chime Rsty

This document provides an overview of the Chimerstry discipline in the World of Darkness role-playing game, detailing its powers, mechanics, and usage in gameplay. It includes sections on how to utilize the document, the structure of powers, and the progression system for practitioners. Additionally, it outlines the various abilities and tricks available within Chimerstry, emphasizing the flexibility and creativity of illusion casting.

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0% found this document useful (0 votes)
445 views15 pages

Chime Rsty

This document provides an overview of the Chimerstry discipline in the World of Darkness role-playing game, detailing its powers, mechanics, and usage in gameplay. It includes sections on how to utilize the document, the structure of powers, and the progression system for practitioners. Additionally, it outlines the various abilities and tricks available within Chimerstry, emphasizing the flexibility and creativity of illusion casting.

Uploaded by

mastershed3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Do you see the world as me?


Or do you substitute it for your own reality?

As we march towards eternity, I find the need to


live in my own fantasy.
A flick of the wrist,
a focus of intent and

the colours will shift,


the world will bend.

2
Credits Special Thanks
Written By: Peter Vulic Kirra-lee Huber (original playtest team and
Developed By: Peter Vulic supportive partner, without who, none of this
Edited By: Peter Vulic would have been possible)
Mike Minford (editorial assistance)
Riot Of The Blood Cast (critical feedback)
Brad Hardwick (critical feedback & advice)

THIS IS A FAN MADE CONTET


Portions of the materials are the copyrights and trademarks of Paradox Interactive AB, and are used with permission.
All rights reserved. For more information, please visit worldofdarkness.com.
World of Darkness, Vampire: The Masquerade, Vampire: The Dark Ages, Victorian Age: Vampire, Werewolf: The
Apocalypse, Werewolf: The Wild West, Mage:The Ascension, Mage: The Sorcerers Crusade, Wraith: The Oblivion,
Wraith: The Great War, Changeling: The Dreaming, Hunter: The Reckoning, Demon: The Fallen, Mummy: The
Resurrection, Orpheus, Exalted, Chronicles of Darkness, Vampire:The Requiem, Werewolf: The Forsaken, Mage:
TheAwakening, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin Eaters, Demon: The Descent, Mummy: The
Curse, Beast: The Primordial, Promethean: The Created, Storyteller System™, Storytelling System™, and Storytellers
Vault™ and their respective logos, icons, and symbols are trademarks or registered trademarks of Paradox Interactive
AB. All rights reserved. This work contains material that is copyright of Paradox Interactive AB. Such material is used
with permission under the Community Content Agreement for the Storytellers Vault.
PROPERTY® Copyright© [2023] Paradox Interactive AB (publ). All rights reserved.

3
TABLE OF CONTENTS

How to Use the Document 5


Chimerstry 7
Cast Illusion 11
Trickster 12
Conjurer 12
Illusionist 13
Fantasist 13
Chimerist 14

4
How to use this Document? Tag: All abilities are given a tag. A tag
describes what sort of medium the power uses.
The document should be read just like any other Only those capable of perceiving reality under that
World of Darkness book. You will need the core V5 tag can pick up on its use and even then, it might be
rulebook to understand most of its rules but on the beyond their scope to do so. If a creature is resilient,
following pages you will find rules for an expanded to a single tag the power possesses, but not the
Chimerstry discipline. This includes a re-write of its other then it can still be affected as per normal. A
old powers as well as special and optional rules to single power usually will have more than one tag:
improve your gameplay experience. ▪ Physical: uses and functions through sound,
The powers have been written in a way that is sight, smell, taste, and/or touch.
hopefully clearer than what the main rulebook ▪ Mental: uses and functions through the use of
provides. telepathy or simply in the mind of the creature.
▪ Spiritual: uses the connection through the
Please read the segments on the current and Umbra (or spiritual energy) to function.
following page for a better understanding of how to
use the document. Range & Targets: Describes the range of the
power and how many individuals it impacts. This
The Breakdown will not always be a physically determined range but
can be categorized as Vocal, Visual or Scent range,
Each power is broken up into the following meaning the range extends to how far a character
segments: can see, smell or how many people can hear him.
Description: a quick summary of the power, Conditions: Describes what conditions must be
including some additional information for how it met for the power to work.
functions, impacts the user and what its
effects actually are. The description is generally Risk: Advises primarily how easily another
broken down into italicized text and normal text. individual can perceive the use of this power and
The italicized text is meant more as an how likely it is. This is primarily meant to give the
in-story description of the power or its origins while player an understanding of the risks involved when
the normal text actually advises you on its effects. using this power in public.

Type: All powers have a type attributed to them. Cost: Tells the player what cost must be paid for
These are: the power’s activation.

▪ Abilities: requires the user to actively Test: Advises what test a player must pass for the
deviate that they are using this power. power to activate. The test difficulty will always be a
▪ Reflexive: the ability only becomes number in a bracket ( ). As long as the result is
available if the right circumstance presents equalled or exceeded the power activates. In
themselves during which point a player may circumstances where no test or value is provided the
declare that they are activating the power. power activates automatically.
▪ Upgrade: these powers augment or
permanently enhance the user. They have no Resistance Roll: Describes what values the target
cost and are always active. uses in order to attempt to resist the powers effects
▪ Ritual: these powers require a character's (if any). The difficulty for the Resistance Roll is
attention, ingredients and, usually, a either a pre-determined value ( ) or is simply made
prolonged period of time to perform properly
against the users test result.
but their effects are generally, long lasting and
powerful. Duration: Advises how long the power
remains active for or rather how long its effects
remain active.

5
Values The last two will be new for most players as these
additions do not feature in the main rulebook.
Many of the powers written here will provide you A discipline Bonus is granted to any user of the
with a distance and duration which is slightly ability and generally grows more powerful the more
different from the main book which uses a more dots the player invests in that discipline. The Bonus
open system of play. Treat these more as guidelines is generally a passive one or it augments the powers
to give you a better understanding of the extent of in the Discipline further.
each power and its effects.
A discipline Bane is the inherent danger which
Distance and weight will always be provided in comes from using the discipline. These can vary but
metric followed by imperial measurements in the one rule they all share is that a discipline Bane
brackets. Both are rounded up or down to the only affects those users and clans who do not
closest round number for ease of gameplay. naturally have access to the Discipline to begin with
Duration is always provided in normal time and as part of their Clan (or bloodline) inherent abilities.
game time. Normal time being hours, days, weeks For example, Dominate is a discipline which several
etc. and game time being provided in Actions, clans have access to. So Ventrue and Tremere
Rounds, Scenes and Sessions. Normal time will characters will outright ignore the discipline bane
always be provided in brackets next to Game time. for Dominate. However, a Gangrel who gained
Just like distances these are meant to provide a access to Dominate (by either being taught or as
guideline more than an actual hard rule and are part of their Predator Type) will always be impacted
meant for ease of gameplay. by the discipline Bane as it is not a power his Clan is
naturally accustomed to.
Enhanced Mortals
In either event discipline Banes & Bonuses are
You might often encounter the phrase Enhanced optional rules and most powers work just as easily
Mortal. This is simply a tag given to all creatures without their implementation. So, if you feel like
who are mostly human (or a normal animal) but had they would slow your game feel free to disregard
been altered by scientific or supernatural means to them.
be stronger, faster or more resilient than general
mortals. Ghouls, Flesh Creations, Zombies, Thin- Clan Signature Disciplines
Bloods, Kinfolk etc. can all be considered Enhanced
Mortals. In the current version for V5 most clan signature
disciplines had not made the transition to the new
LARP Friendly rule set. Those that did had been altered or
appropriated by several clans.
Some abilities can be somewhat difficult to
represent in a Live Action Role Play For the purposes of the custom rules found here
(LARP) setting. Due to this the author had Signature Clan Disciplines should only be available
added a symbol of an ankh (such as the to the clan listed below.
one on the right) to all powers which he You can however still mix and match the powers as
personally considers to NOT be LARP friendly. you want as they are still considered optional in
This is simply the authors personal preference and if nature.
you feel like a power can enrich your gaming
experience than by all means use it.
Clans With Access to
Banes & Bonuses Chimerstry
Before you get into the full explanation of each
power there will be a page which explains the nature
of the discipline at length, how it works, its bonuses
and its banes.

6
CHIMERSTRY so chooses. Once a trick has been unlocked it grants
the user a permanent optional upgrade to any
Ghost sounds, spectres, phantom pains and more, illusion he casts, increasing their realism and
Chimerstry is the supernatural ability to cast complexity.
illusions. Chimerstry Ranks
Its origins are hidden in myths and half-truths, its Practitioners in Chimersty have a unique
secrets lost with the death of the Ravnos progression system for their Discipline. Each extra
Antediluvian. dot they gain in the Discipline unlocks a higher and
higher rank, starting with Trickster and ending with
The clan had used the discipline to terrifying effect Chimerist. Each rank will have a set of pre-written
during the preceding centuries and it, in turn, had options the character can choose from. For each
contributed greatly to the perception of its users dot, the user gets in Chimerstry, he not only
being tricksters and con artists. increases his rank but may select one option, from
their newly unlocked or previous rank(s).
Key Test Each option may only be taken once and when
picked is permanent.
Chimerstry + Wits Complexity, size & distance

Chimerstry Explained Whenever an illusion is cast the user must clarify the
following 3 attributes:
Chimerstry is a highly flexible discipline, but no two Complexity: is derived from the number of Tricks
users ever conjure their illusions in the same the user has unlocked and the nature of the illusion
manner, nor are they all equally skilled. Much like a they are casting. In essence, the player is simply
group of artists, creating their own interpretation of outlying the nature of the illusion he is casting,
a masterpiece, their sense of style will deviate from while making sure his character has the pre-requisite
one another. One Chimerstry user will be Tricks and upgrades to be able to imbue the illusion
exceptionally skilled at creating crisp, clear images of with all the aspects he had outlined.
their imagined conjurations, another will know how Size: is dependent on the size of the illusion one
to imbue his creations with real or imagined sounds, wishes to cast. It is limited by the number of dots
while the manifestations of a third will be full of the user has in Chimerstry and by the actual size of
graceful movement and intent. The point is that the illusion they wish to cast. The smallest illusions
while each practitioner will be skilled at certain can usually fit in the palm of one’s hand and the
aspects of Chimerstry none, but the most ancient largest can be as large as a house. The bigger the
Kindred, will master it. illusion is, the more difficult it is to manifest.

Tricks Distance: much like size, distance is tied to the


number of dots the user has in Chimerstry. It
To represent the varying nature of illusions, each mainly establishes how far away a Kindred can
Chimerstry practitioner makes use of the flow chart project his illusions.
provided on the following page. All users start with
the Basic Illusion power and then, can unlock Discipline Bonus
further abilities following any of the 4 paths on The user may start with an extra trick at Level 1.
offer. Each path has 3 levels of illusionary Tricks in
it and each level will allow the user to add certain Discipline Bane
aspects to their illusions, be they sound, imagery,
If a 1 is rolled on a Rouse Check on the Cast
smell, touch and more. A user must unlock the
Illusion power, then the Kindred himself believes
lower-level Tricks in any given path, before gaining
the illusion he cast is real and loses control over it.
access to higher-ranked ones. He is, however,
allowed to follow several paths simultaneously, if he

7
BASIC ILLUSION
The user’s illusions are purely visual and do not
hold up to scrutiny up close, the images appearing
blurred and distorted.

Level 1 Level 1 Level 1 Level 1


CRISP IMAGERY ECHOES LIGHT TOUCH SCENT
The user’s illusions Natural sounds can The illusion feels The illusion
are now visually now be added to an solid to one’s touch, generated has a scent
clear, with no hint of illusion. The illusion at least at first. Their to it. The scent is
visual abnormalities. still cannot speak in solidity is as brittle as only present when
any language. thin glass. the illusion is viewed.
Level 2
Level 2 Level 2 Level 2
BODILESS
MOTION SPEECH SOLIDITY
AROMA
The illusions can The illusion can now The illusions now
The user can now
now move and be utter a few, feel real to basic
create odours even
animated, as long as predetermined touch and will only
without an illusion
the user remains sentences. crumble under direct
being in view of the
focused on them. assault (a proper
victim.
punch).
Level 3
Level 3 Level 3 Level 3
TASTE
INDEPENDENCE GHOST SOUNDS PHANTOM PAIN
Should an illusion be
The illusions can The user can now The illusions can
somehow eaten, then
move and act, create sounds, now imitate
the user can make it
without the user without the presence temperature and
taste like anything
having to focus on of an illusionary cause pain, although
they want.
them once they are image. they can never inflict
created. damage.

8
SMOKE & MIRRORS THE PATH OF SOUND
The second pathway focuses on enhancing illusions
The chart on the previous page can at first be a little
through sound. While these Tricks vary, a general
hard to understand but is very intuitive once you get
requirement for an illusionary sound to be present is
the hang of it. To start with you will note that there
for there to be a visual illusion present as well.
is a Discipline symbol located at the top of the page.
This is your starting point. Below is a window that Echoes – Allows the user to imitate natural sounds
reads “Basic Illusion”, this is representative of the such as raindrops, the crackling of fire, a gunshot
basic power all Chimerstry practitioners can and similar. The sound component is, at this point,
conjure, and it is defined as a static unfocused always tied to a visual illusion and cannot exist
image. This is a very basic illusion and can easily be without it.
seen as such if a target gets up close to it or
manages to focus on it. Speech – More complex sounds can now be
formed with the illusion capable of imitating human
The remaining 4 boxes are referred to as Illusionary speech, although this is limited to a few pre-
Paths. Each Pathway targets one or two of the five determined sentences (chosen by the user). The
senses and each Pathway has 3 Tricks each. Each sound must still be tied to a visual component at
trick adds a permanent enhancement to an existing this stage.
illusion, allowing it to become gradually more
realistic. Ghost Sounds – At this point, the illusionist can
create illusionary sounds even if there is no visual
component present, in essence allowing him to
create sounds without a visual source.
THE PATH OF SIGHT
The first pathway focuses on enhancing the
illusion's visual characteristics. As humans use sight PATH OF TOUCH
as their primary way of perceiving the world around
them it is the most common pathway adopted by The third pathway focuses on fooling the sense of
illusionists. touch. Illusions conjured from this path not only
look real but feel real.
Crisp Imagery – With this Trick the user manages
Light Touch – At this stage, the illusion can be
to cast illusions which seem real and no longer
suffer from poor imagery. The images created are held and moved about, but it is extremely brittle and
still static but can only be identified as false through will easily collapse if sufficient pressure is applied.
other senses. The illusion must be tied to a visual source.

Motion – The images created by the illusion can Solidity - No longer brittle, the illusion is
now imitate natural movement. It is limited, convincing enough and can be handled without
issue. Only focused attacks or significant pressure
however, in that it requires the user to maintain
their focus on the illusion to maintain its motion. will break the illusion. The illusion must still be tied
The moment concentration is broken, the illusion to a visual source.
freezes in place. Phantom Pain – Although the illusion can never
Independence – At this stage, the user has hurt an individual, it can imitate pain and
mastered the visual component of illusions and his temperature variations. The illusion does not need a
creations can move of their own accord, following visual source anymore, but it also can only cause
discomfort, never outright injury.
pre-determined orders, issued by the user mentally
(no vocal component is needed, the user simply
needs to relay the illusion’s actions to the
Storyteller). If an illusion reaches the end of its
ordered movement, it will either stop in place or
repeat the motion indefinitely.

9
THE PATH OF SMELL & TASTE The roasted dinner:

The final pathway focuses on adding smell and taste ▪ Crisp Imagery – The roast is there but it does
to an illusion. It is the least common pathway not produce any scent and when touched will
adopted by illusionists. disappear.
▪ Adding Scent – will allow anyone looking at the
Scent – Tied exclusively to a visual illusion, the user roast to smell it.
can trick observers with a light scent. Although the ▪ Adding Solidity – will allow individuals to handle
smell can never be used to incapacitate individuals the roast.
or cause them ill, it is sufficient to make them ▪ Adding Motion – will allow someone to eat the
believe it had originated from an illusionary source. roast without breaking the illusion. Although any
sort of direct attack would normally destroy an
Bodiless Aroma – The illusionary smells can now illusion, the user is present and simply changing
be projected even without a visual source, allowing it as it is devoured.
the user to make a location have any scent they ▪ Adding Taste – will allow the victim to believe
want. they are tasting the roast as they eat it.
Taste – The user can imbue an illusion with taste, The guard dog:
however unlikely it may be that someone devours ▪ Crisp Imagery – A motionless dog appears.
one. ▪ Adding Motion – will allow the dog to run and
move.
EXAMPLES ▪ Adding Light Touch – will allow someone to
There are dozens of ways you can combine your pet the dog.
tricks to make unique illusions. To assist you here ▪ Adding Echoes – will allow the dog to growl and
are some examples and how they gradually can be bark.
▪ Adding Phantom Pain – will allow the dog to
built up to become more and more believable.
inflict pain on those it bites, even if they are not
The burning candle: actually injured.
The invisible wasp:
▪ Crisp Imagery – The candle is there but the
flame does not flicker, no smell or heat is ▪ Ghost Sounds – The sound of a buzzing wasp is
produced, and the illusion is silent. heard.
▪ Adding Motion – will allow the candle to flicker. ▪ Adding Phantom Pain – a sharp sting is
▪ Adding Echoes – will allow the candle to crackle suddenly recorded on the victim’s body.
as it burns its wick.
▪ Adding Scent – will allow the candle to produce
the smell of wax. LIMITATIONS
▪ Adding Phantom Pain – will allow the candle to
produce heat and cause pain on contact. Obviously there needs to be a measure of balance
▪ Adding Independence – will allow the user to between a player’s imagination and game mechanics.
create the illusion of the candle, make it flicker Although a lot of this is already provided by the
and allow it to repeat the motion even if they are system itself it would likely be a good idea for
no longer present. Storytellers to limit the creation of illusions to
The welcoming doorman: things the user had been exposed to. In other
words, the user can only imitate sounds, tastes,
▪ Crisp Imagery – The doorman is there but he
smells, and sensations and create images of things
does not move or speak to you.
he himself had experienced.
▪ Adding Speech – will allow the doorman to say
hello to anyone entering the building but neither Additionally, it is prudent to reiterate that illusions
their mouth nor body will physically move. are never actually real, they are simply tricking their
▪ Adding Motion – will allow the doorman to victims into believing they are real so an illusion can
move their mouth as they speak and look at you. never inflict physical damage, cause a person to
▪ Adding Solidity – will allow the doorman to freeze to death, make them feel full or hungry and
shake someone’s hand in a believable fashion. so on (unless stated otherwise).

10
Level 0
Cast Illusion
The Kindred creates an illusion.
Any Chimerstry practitioner always has access to this ability. The user can cast an illusion. The illusion is limited
by the number of dots the Kindred has in Chimerstry, the options they took in their current ranks and the
Tricks they have so far unlocked. At its most basic form an illusion, that has no Tricks or upgrades unlocked,
will generate an unfocused image within 10 meters (30 feet) of the user, within Visual range, that is completely
static and will only remain present for the current and next Round (so a minute at most).

❖ Type: Ability

❖ Tag: Physical & Mental

❖ Range & Targets: Varies based on the number of dots.


▪ 1-2 dots allow the user to cast an illusion within 10 meters (30 feet) of them and within Visual
Range. At this point the illusions are relatively small (a rat, a cup, a cat etc.).
▪ 3-4 dots allow the user to cast an illusion within 100 meters (300 feet) of them and within
Visual Range. At this point the illusions can be moderately sized (a door, a person, a car etc.).
▪ 5 dots allow the user to cast an illusion within 1 kilometer (half a mile) of them and visual
range is not required, provided the user has a firm understanding of the area. At this point the
illusions can be large (a house, a monster, a plane etc.).

❖ Cost: Varies based on the size of the illusion.


▪ Small illusions (a rat, a cup, a cat etc.) – 1 Rouse Check
▪ Moderately sized illusions (a door, a person, a car etc.) – 2 Rouse Checks
▪ Large illusions (a house, a monster, a plane etc.) – 3 Rouse Checks

❖ Conditions: The illusion will only work if those targeted actually believe it is real. The moment the victim
or the majority of its observers realize it is a trick, the illusion will dissipate.

❖ Risk: Varies, as it depends on how the illusion is used.

❖ Test:
Chimerstry + Wits (1 – for small illusions, 3 – for moderately sized illusions, 5 – for large illusions)

❖ Resistance Roll: None

❖ Duration:
Varies, an illusion will always disappear if:
▪ A new illusion is cast.
▪ The user voluntarily ends the illusion.
▪ The victim(s) realize it is an illusion.
Otherwise, an illusion will last:
▪ 2 Rounds (a minute at most) if the user has 1-2 dots in Chimerstry.
▪ 1 Scene (10 minutes) if the user has 3-4 dots in Chimerstry.
▪ 1 Scene (1 hour) if the user has 5 dots in Chimerstry.
The user also has the option of extending an illusion, renewing its lifespan, by either successfully
passing a Willpower test (3) or voluntarily suffering a point of Superficial Willpower Damage (which
he may do after failing the initial Willpower roll).

11
Level 1 Level 2
Trickster Conjurer
The Kindred is a novice in the art of Chimerstry and uses his Realizing the hidden potential behind his illusionary abilities,
illusions as simple tricks or party favours. the practitioner starts to make creative use of his talents.
Pick a single Level 1 Trick (or 2 if you benefit from Pick a single Trick for which you have the pre-
the Discipline Bonus) and choose a single option: requisite Levels or a single Level 1 Trick. Chose a
single option from the list below or previous Ranks:
Ignis Fatuss – The user may choose to take
Echoes, Speech, or Ghost Sounds, provided he has Mirror Masking – The user can now overlay his
the pre-requisite Levels. illusions over a pre-existing item or individual. They
can make an old car appear new, a sharp blade takes
Suspension Of Disbelief – The user may choose
on the shape of a cane, a beautiful diamond
to take Light Touch, Solidity, or Phantom Pain,
resembles a lump of coal and more. This also
provided he has the pre-requisite Levels.
extends to other senses as well, they can mask a
Illusionary Aroma – The user may choose to take horrid smell with that of roses, make a gourmet
Scent, Bodiless Aroma, or Taste, provided he has meal taste rotten or disguise a scream as a loud
the pre-requisite Levels. laugh, of course, the user is still applying to the
Discipline’s limitations in this regard.
Fata Morgana – The user may choose to take
Crisp Imagery, Motion, or Independence, provided Truth’s Essence – By making a single Rouse
he has the pre-requisite Levels. Check, the user can see past all forms of visual
illusions (this extends to Fey masking).
Far Fatuss – The user doubles the normal range of
how far he can cast his illusions. False Resonance – The user’s illusions generate a
minor resonance. Although an Auspex master will
not be fooled, untrained practitioners will likely be
none the wiser. The illusions now generate a false
resonance which can fool Auspex and other users,
provided their rating in the given Discipline (used to
see auras) is less than 3.
Mirror Visage – By making a single Rouse Check,
the user instantly adopts the image of another
individual in Visual Range, with whom they make
Eye Contact. This illusion requires the user to have
the Motion Trick to be successful. The disguise lasts
for 1 Scene (10 minutes), until the user chooses to
end it or is incapacitated. Using Mirror Visage does
not count as using Cast Illusion, meaning the
character is fully capable of manifesting additional
illusions even while in his new form, additionally,
Mirror Visage will not dissipate due to disbelief.
Fatuss Mastery – The user can unlock an
additional level in up to 2 Illusionary Pathways,
unlock two Level 1 Tricks or a combination of the
two.
Mayaparisatya – The illusions will not dissipate
even if those witnessing them know they are false.

12
Level 3 Level 4
Illusionist Fantasist
No longer a novice, but still far from being a master, the There are few things the illusionist can imagine that he cannot
practitioner can now cast intricate and complex illusions, represent with their powers.
enough to fool even the sharpest of mortals.
Pick a single Trick for which you have the pre-
Pick a single Trick for which you have the pre- requisite Levels or a single Level 1 Trick. Chose a
requisite Levels or a single Level 1 Trick. Chose a single option from the list below or previous Ranks:
single option from the list below or previous Ranks:
Dweomer – The user can now project his illusions
Fata Amria – The user imbues Illusions with a onto the spiritual plane. These illusions extend to
small measure of his own nature. The illusions can sight, sound, smell, and touch that only spiritual
now change shape and form, even when their entities can sense. The user can of course modify
creator is not there to give them additional the illusions to be tangible in both the physical and
commands. The illusion knows what the user would spiritual world at the same time if he so wishes.
want it to do subconsciously and is completely in
Aid Of The Gandharvas – By making a single
control of the player.
Rouse Check, meditating for 1 hour (effectively
Army Of Apparitions – The user can maintain as performing a Ritual) and passing a Chimerstry +
many illusions as he has dots in Chimersty, at the Wits (3) test, the user enchants his Haven.
same time (normally each new illusion would end An enchanted Haven will appear far richer and
the previous one). Each illusion must be cast more luxurious than it actually is. Old chairs change
separately. to comfortable sofas, wooden floors to marble, old
appliances to top-of-the-line versions of themselves,
Phantasmal Death – By making a single Rouse
the Haven’s smell can be fragrant, music can even
Check, the user immediately ends all illusions within
be heard if the user wills it, and the only real
10 meters (30 feet) of them, including their own.
limitation is that the illusionary overlay is limited to
False Reality – The cost and tests for the user’s the Tricks the user has unlocked. Of course, this is
illusions are modified: all still an illusion and grants no physical benefits to
For small illusions – No test and no Rouse Check is the user aside from tricking his guests.
required. Once the ritual is successfully cast it lasts for one
For moderately sized illusions – the test difficulty is night and can be extended for an extra night by
reduced to 1 and only a single Rouse Check needs renewing it with a Rouse check while on the
to be made. grounds of the Haven (the test itself does not need
For large illusions – the test difficulty is reduced to to be made again). The Ritual can be renewed in this
3 and only two Rouse Checks need to be made. manner indefinitely.
Enduring Phantoms – All of the user’s illusions Interrupt Reality – By making a single Rouse
will now last for 2 hours, following normal Check, everything real within 10 meters (30 feet) of
Duration rules. This upgrade only applies to the user is overlaid with a basic illusion, causing
illusions generated by Cast Illusion. everyday items, structures and individuals to look
blurred and wrong. From the perspective of those
Fantastic Overload – The illusions cast by the user affected only they themselves, the user and his other
can now trigger sickness, hunger, disorientation, illusions seem real. The effect on the local area
temporary blindness and fear frenzy. Normally follows the user for 1 Scene (10 minutes). Using
while the effects of the illusions can disorientate and Interrupt Reality does not count as using Cast
misdirect, they cannot trigger conditions such as Illusion, meaning the character is fully capable of
Frenzy or Hunger. This limitation is not removed. manifesting additional illusions even while Interrupt
Reality is active.

13
Level 5 The Fey & Chimerstry
An important fact about Chimerstry is that its
Chimerist illusions are real. This poorly understood quirk
A master of illusions, the user can conjure living nightmares means that Fey are terrified of this Discipline
and false images which are solid enough to maim and kill. and the normal limitations of injury are lifted
when Fey are targeted. While the Fey know this
Pick a single Trick for which you have the pre- fact, most Chimerstry are ignorant of it.
requisite Levels or a single Level 1 Trick. Chose a
single option from the list below or previous Ranks:
Fatuss Weaponry – The user can conjure forth any
Visions Of Asura – By making an additional Rouse
form of melee weapon he can imagine. The weapon
Check the user can enhance his illusions with
itself must be something mundane and cannot be
Visions Of Asura. Illusions enhanced in such a
wreathed in fire, electricity, poison, or other similar
manner will now react to the subconscious fears of
effects. It also cannot be a ranged weapon, beyond
those observing, hearing, smelling, tasting, or
thrown weapons (which will dissipate after
touching them and will reshape themselves
embedding themselves in their target).
accordingly. In instances where they are impacting
Aside from the obvious benefit of wielding a melee
several individuals at once they will take on
weapon, the user gains a 1 dice bonus when
characteristics of everyone’s subconscious fear,
wielding Fatuss Weaponry (as though they had a
although the overall effect is unpredictable in this
specialization for it) and the weapon's solidity can
case as what might terrify one person can be seen as
be changed at will. This means that Fatuss weapons
mundane or even humours by another.
can effectively block incoming attacks while being
For instance, if one person is afraid of fire and the
able to simultaneously bypass a target’s blocks and
other person is terrified of butterflies then a visual
armour to cut through the flesh underneath, as they
illusion would transform into flaming butterflies,
phase in and out of reality. The one significant
which could absolutely send one of the victims
downside to Fatuss weaponry is that they require a
further into a panic while mesmerizing the other
great deal of concentration on the part of the
instead.
wielder, preventing them from manifesting or
Unfortunately, for the user, illusions enhanced by
maintaining other illusions while wielding such a
Visions Of Asura take on a mind of their own and
weapon. To conjure the weapon, the user simply
seem to delight in terrifying those around them. The
makes a Rouse Check and must pass a Chimerstry +
user can effectively conjure the illusions and advise
Wits (3) test. The weapon can only be maintained
on their nature (which Tricks they are using) but
for 1 Scene at most but manifests instantly. Requires
they cannot control their direction or actions after
Phantom Pain. The weapon bypasses the normal
they have been created. The illusions themselves
limitations of illusions being unable to injure their
will only last for a single Scene (10 minutes) and
targets.
their newly discovered agency can be a serious
danger to the Masquerade.

14
PART OF THE SHADOWFALL
COLLECTION
This Document is part of the Shadowfall expanded universe.

s.
15

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