Chimerstry
The unique discipline of clan ravnos, Chimerstry allows the user to decieve the senses of an enemy by creating powerfull illusions, illusions that can even fool mechanical sensors! Chimerstry works best when the victim does not know he/she is being decieved, though even a victim that realises an illusion isn't real will find it difficult to dispell the effects. Higher levels of Chimerstry are known to create illusions so powerfull that they become capable of effecting the physical world.
Powers:
1 - Ignis Fatuus:
Create an illusion that effects 1 of the 5 senses. You can create anything from an foul smelling gas, to a feeling of heat, to a bright light. The illusion itself is completely static, but the user can hold it and move it. (The user spends a Willpower point to create the intended illusion, which the user must be able to sense through at least 1 of the 5 senses, such as touch, sight and smell. If the illusion is revealed to be an illusion, it dissapates.)
2 - Fata Morgana:
Create an illusion that effects any of the 5 senses. You could for example create a wall that has the texture to the touch and smells of old paint and dust, but as it is still an illusion someone passing by could still walk through. Also, the illusion remains static, so the user still cannot create an illusion that moves by it's own accord, such as a flickering candle, a curtain moving in the wind or a running fountain. (The illusion costs a Willpower point and a bloodpoint to create, and the illusion may effect as many senses at once as the user desires. If the illusion is revealed to be an illusion, it dissapates.)
3 - Apparition:
Using this power, the user may bestow movement on any illusion. (This power needs no real activation, the user merely spend a single extra bloodpoint to fuel the level 1 and 2 powers. The user may then give the illusion a movement pattern as sophisticated as the user desires, and can change or adjust this as long as he/she keeps concentrating on the illusion. When the user stops concentrating, the movement pattern of the illusion can no longer be changed or altered.)
4 - Permanency:
This power further adds to the ability of the user to create illusions, now allowing the user to create illusions even when he/she cannot sense them him/herself. (The user adds another bloodpoint to the cost of the power used to make it permanent untill the user dismisses it or untill it disolves on its own.)
5 - Horrid Reality:
Rather then create mere illusions, this power allows the user to trap a single victim in an illusion that is completely real to them. No-one can convince the victim that what he/she sees isn't real, and the victim can even be damaged by the illusions he/she sees. (Costs 2 Willpower points to create an illusion using Horrid Reality, if the user wishes to damage a victim using this power then the user must roll Manipulation + Subterfurge against a difficulty of the victim's Perception + Self-Control. Each success on the activation roll then inflicts one healthlevel of damage on the victim. A victim cannot be killed by this damage (though a heartpatient may get an heartattack from fright), though the victim may become incapacitated and enter torpor. The wounds created by this power are however illusions themselves, though the victim will believe they are real. Untill the victim is convinced the wounds are not real (which may take years of therapy), the wounds remain, though the wounds will dissapear instantly once the victim is convinced they werent real in the first place.)