Chimerstry standalone Discipline for V:tM V5
Here I am, back again with my bullshit. I am honestly stunned by the rythm I've been able to put these out, don't expect me to be that quick about it in the future (I have like, three clan clocks ideas languishing in a text file). I'd make Ravnos use Animalism / Chimerstry / Obfuscate for maximum "trickster" energy, but you can swap Obfuscate out for Fortitude and get back to their old spread.
As usual, commentary is in italics for copy-pasting convenience.
These are not illusions, but hallucinations : they cannot be recorded, and will not deafen or otherwise overwhelm the senses of a victim. Hallucinations cannot appear to affect the surrounding reality - a flood won’t wash away cars parked in the street or pedestrians, and an explosion created with Fata Morgana will not cause any damage, hallucinatory or otherwise. A collapsing staircase won’t tumble anyone currently descending the staircase. A hallucination cannot make an existing thing disappear (like an hallucination of "silence" somehow covering your footsteps) although it may cover something up (a roar covering the sound of said footsteps). This means that in the event of an hallucination covering something up moving, the thing covered up by it must move with it or be revealed.
Vampires and other supernatural creatures have a chance to disbelieve the hallucination, but mortals can only do this if they have reason to suspect it to be fake. In both cases they roll Intelligence + Awareness against a Difficulty equal to the user's Chimerstry rating. A success means that the individual in question is no longer affected by the hallucination, and it effectively disappears for them.
If affecting a large crowd, roll a single dice per person instead : for every dice that shows a result equal or superior to the user's Manipulation + Chimerstry, a single individual disbelieves the illusion. Remember that such a crowd roll only happens if too many victims get a chance to disbelieve than can be comfortably (or quickly) rolled for - for four or five people, simply ask every player to roll for a given character.
Any attempt to interact with the hallucination will also cause it to lapse entirely, as everyone present will become aware of its unreal nature (as with the collapsing staircase example, if someone is using the staircase). Note that the use of this Discipline is not overt : even if the hallucination is revealed, it is not obvious from whom it originated. These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).
Other rolls (such as Manipulation + Subterfuge) might become necessary in order to prevent victims from realizing something is wrong, like if for example the user is pretending to be someone they are not under a hallucinatory disguise.
By default, the five senses available for use by Chimerstry are Sight, Hearing, Smell, Touch and Taste. More "niche" senses, such as proprioception, can be unlocked by specific powers - such senses are considered too complex a manipulation for beginners to pull off otherwise.
A neat thing about making this a Discipline is that I can move all of this in the Discipline's description, rather than crowding out Fata Morgana's.
About removing the "no covering things up" aspect : if the player can see the victim, the victim might have already seen what the player wishes to hide. If it hasn't, then the PC could still hide it by other means anyway.
About "no making things disappear" : that's Obfuscate, get off the nosferatu's lawn. You can use distractions to sneak, or pretend to be a cardboard box, etc. but straight-up invisibility is not your turf. You can take Obfuscate anyway.
About making disbelief roll against Difficulty (Chimerstry level) : a single roll is twice as fast as making two. Keeping things fast and simple is really important, especially with a discipline as complicated as this one.
The crowd rule : this Discipline desperately needs a way to handle crowds easely. Putting this in the rules lets the player know in advance that they'll always have an easier time fooling one or a few people than a dozen, as in all things vampiric. The numbers might be fucky but I'd rather have something unbalanced or weird than something that takes fifteen hours. You could change it to Charisma + Chimerstry if a player wants to be a charismatic Ravnos rather than a tricksy one - it doesn't really matter, the player should just be able to reach a 5 or 6 pretty easily at character creation and max out at 10.
The vampire is able to create brief but vivid hallucinations, distracting and drawing the attention of those affected. A hallucination can affect any single sense — it can be visual, audial, tactile, etc. — occurring long enough to make an impression before ceasing. The user decides on the specifics of the hallucination, though due to its brief nature it cannot convey more than something glimpsed for a moment or a voice heard for a couple of seconds (it cannot be employed to create a fake ID, for example, if the vampire intends to do more than flashing it at someone).
Is good power, won't touch it. The only change is clarifying the text to allow for more than distractions, in case someone wants to do a one-level dip into it - they should still be able to pull off shenanigans. Rules are in the V5 Companion, p. 25 under "chimerstry".
The vampire can craft an elaborate hallucination, making any victims in their vicinity see, hear, and feel whatever the user can devise. From seeing and tasting a takeout container filled with maggots and rice to a thunderous torrent of reeking, rancid blood boiling out of the sewers, Fata Morgana causes witnesses to experience circumstances that just aren’t real.
Fata Morgana's hallucinations can affect up to the user's Chimerstry level senses at a time (so a vampire with Chimerstry 4 may choose up to four senses to affect every time they use this power).
Dice Pool : Manipulation + Chimerstry vs (Believability)
System : The user makes a Manipulation + Chimerstry test against a Difficulty dependant on the believability of the hallucination - it might be 1 for innocuous or expected happenings, 3 for a sudden or surprising turn of events, and 5 for the utterly unbelievable or ridiculously unlikely. The vampire must be able to perceive any would-be victims directly.
These hallucinations otherwise behave as described by the Discipline's description, and can be disbelieved as ordinary.
Duration : One scene, or until disbelieved.
First off, making it level 2 : I feel that the combined limitations of # of senses, believability and number of victims is large enough of a nerf that it could be level one, except you couldn't do a lot with it and Parlor Trick is better in line with V5's general design of 'neat trick you can pull at level one'. So it's level two. Getting the thing early is always good, give your players more tools.
Number of senses equal to Chimerstry : it's better to have a fixed number for the player to toy around with. Given that you get more niche "senses" as Chimerstry progresses, it should make for interesting choices even at Chimerstry 5.
Making it about believability : the measuring stick of "not weird / very strange / ridiculous" for Difficulty 1 / 3 / 5 makes ruling this at the table convenient. Alongside already knowing how many senses the hallucination covers it should make FM use at the table quick and easy. It's also a neat thing where some hallucinations would be easier for a vamp to believe in than for a mortal - like, say, making it appear like an explosion didn't hurt you (one sense, visual, to overlay an image over yours, and then D1 or 2 for a vamp and D4 or 5 for a mortal).
The character learns the particular trick of affecting the brain's interpretation of the vestibular system : the often overlooked part of our brain that tells us that up is up and down is down. Being told by your own mind that you should be falling right now is often a disorienting experience.
Dice Pools : Charisma + Chimerstry vs Composure + Wits
Cost : One Rouse check per turn
System : When using this power, a vampire must choose one of the options below :
The vampire provoques a sudden lurch in the gut of anyone they can see, as if they were falling - their sense of balance is scrambled, and while simply standing is only a matter of continuing to do so, anyone running or balancing in a precarious spot must succeed on a roll of Dexterity + Composure vs the Ravnos's Charisma + Chimerstry or immediately fall. This effect entirely bypasses the effects of the Cat's Grace Celerity Discipline, although vampires that know it gain a bonus of two dice on their roll. A character that has fallen down may spend their action getting up and moving some, but any other action may suffer a one- or two-dice penalty accordingly.
The vampire may now affect a victim's balance when using Fata Morgana, in order to (for example) make a victim feel as if they were falling along with any other sensory hallucination of such. Doing so counts as adding a sense to the Fata Morgana hallucination, and is adjudicated using Fata Morgana's rules.
The vampire continually affects a single victim's sense of balance, giving them the impression of being thrown around by some invisible, intangible hand. Any Physical roll performed by the victim that would benefit from not being subjected to that particular experience is penalized by the Chimerstry rating of the user. The effect lasts a single turn by default, but it can be prolonged by spending another action manipulating the target.
Duration : Immediate or a single turn.
So this is the opening afforded by Chimerstry being retconned into hallucinations rather than illusions (hallucinations also play better with folklore, since mind tricks have been associated with vampires in a way that illusions just haven't). Gameplay-wise it's either niche (make people fall), a boring sidegrade (more FM creative use) or a debuff. Not great overall, but let's be honest the meat of this Discipline is Fata Morgana anyway - the rest is just bonus. It's also mostly me putting down rules for the two most common uses I can see coming from this power (making people fall or otherwise fucking with them) while keeping things relatively balanced and simple (single check or dice penalty). The debuff might be too strong (it can max out to minus 5 dice), but I feel that making it take your whole action just to inconvenience somebody makes it OK. ymmv.
While the more dramatic manipulations of someone's sense of balance have their place, Ravnos with a more delicate touch might find their interest drifting to this discipline : while there is not, properly speaking, a "sense of orientation", careful manipulation of the vestibular system's signals can lead to much the same result than affecting such a sense would.
Dice Pools : Manipulation + Chimerstry vs Composure + Awareness
System : The vampire subtly manipulates the victims' sense of orientation, making sure that they become - and remain - hopelessly lost. The character must maintain awareness of their victims' position directly : they must be able to hear, see or even smell them by their own means, and not through cameras (or some sort of science-fiction smell replicator). Victims must succeed on a roll of Composure + Awareness vs the vampire's Manipulation + Chimerstry or be endlessly turned around, no matter how familiar they may be with their surroundings.
The vampire may attempt to lead any victim to a particular spot by constantly turning them towards it : doing so may impose a one- or two-dice penalty on the vampire's roll, depending on how convoluted the way there is.
The effect lasts for a scene, during which the vampire must maintain direct awareness of their victims, as described above.
This is just fun. The truth is that there's only two situations where this discipline can be useful : either you're isolating someone, or you need to stall a group. But like... it's just fun. It can make the Ravnos really threatening in a subtle way : even if you know you're being fucked with, you can't really do much about it except stop moving and get ready for the inevitable ambush or reinforcements. It's a really good defensive measure if nothing else, and I imagine the Ravnos have a need for those.
The Monster Inside (••••)
Some Ravnos turn their particular talents towards more tricky senses : here, proprioception. While the knowledge of that particular sense is now widely spread, the Ravnos Clan has been affecting it for centuries. Affecting someone's somatosensory system to that extent is difficult, but its effects can be impressive.
Dice Pools : Charisma + Chimerstry vs Composure + Resolve
System : While an ordinary illusion can make the target believe they are being affected by something that doesn't exist, this power allows the vampire to make someone feel as if they are something that they are not. The target must succeed on a Composure + Resolve roll against the user's Charisma + Chimerstry or suffer a penalty to any physical action they undertake for the scene equal to the difference between the two rolls, as they - for instance - reach towards a weapon with a hand that simply does not exist.
This Discipline allows the vampire to affect a victim's proprioception when using Fata Morgana, in order to (for example) make a victim feel as if they had turned into a toad along with any other sensory hallucination of such. Doing so counts as adding a sense to the Fata Morgana hallucination. It may allow the hallucination to inflict "illusory" damage, in that the subject will feel hurt but won't be otherwise affected. This effect is adjudicated by Fata Morgana's rules, and does not inflict a dice penalty as described above - the effect is found only in the victim's reaction to the hallucination.
Another kinda boring power that only shines in the way it affects Fata Morgana. Depending on your table there might be a conversation to be had around how they feel about having a dysphoria button in play - like it seems obvious to me so I didn't put it in the rules themselves but idk your life. Clearly separating FM and the dice penalty is important to maintain flow at the table : doing otherwise will create an endless drag of "oh and then there's this bonus and this penalty and..." that grinds play to a halt. The dice penalty might be unbalanced, in which case you can just take it out. Making someone believe you just ripped out their arm or grew them a tail is powerful enough.
Dice Pool : Composure + Chimerstry.
System : Composure + Chimerstry vs Difficulty.
As per Fata Morgana, but without some of the restrictions. The Discipline can now affect subjects that are neither perceived by the vampire nor perceiving the vampire, and the hallucination may appear to affect the surrounding reality as the user wishes.
The "illusion" can be constructed as an area of effect hallucination that grows every time someone becomes aware of the area the "illusion" exists in - it is, in effect, a disease of the mind that is transmitted by becoming aware of the area the "illusion" covers.
Hall of Mirrors otherwise functions exactly like Fata Morgana does.
The vampire can maintain the "illusion" for a number of turns equal to their margin of success on a Composure + Chimerstry roll against a Difficulty determined by the believability of the events, after which the illusion falls apart. Every victim must be perceiving the same thing.
Remember that this is still a hallucination : none of this is really happening, and it may not cause the impossible. Utterly unbelievable events (not falling despite the ground disappearing, bumping into an object that you saw being washed away...) may still cause a victim to realize what is happening.
Duration : One turn per success (I recommend just making a pile of the dice showing a success and taking one out of the pile each turn).
Heck yeah. Become the master of their reality. So this is once again incredibly broken, with the limiting factors here being time and "disbelief". But hey, I've stated before that I'm fine with level 5 powers being very (too ?) strong. Victims still roll to disbelieve, so... feels fine to me. Another win for the "just remove limiters lol" school of design.
Final thoughts : a resounding "meh". So much text to read. Seven variants on "and they get a dice penalty". The only really fun power is Turn-about. That's the risk you take when you make something with the sheer versatility of "illusion spell", I suppose. Once again : not playtested, run at your own risks. If anyone ever plays using one of those I'd love to learn how it went.
You can find vicissitude and dementation here.