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| Chicanery | ||||||||||||
| Chicanery is a catchall Aptitude for all abilities involving sleight-of-hand, trickery and deception. It is common throughout the World, and alongside Mystic Touch, Might and Endurance, Chicanery is one of the most common Aptitudes among both Humans and Nephilim. � Parlour Trick The basic power of Chicanery is Parlour Trick. Unlike some Aptitude powers, this is a very broad power that has countless uses and interpretations. The general guideline is that the character may perform some common yet impressive (should she wish to demonstrate it to an audience) trick, such as making a coin disappear, pulling a rabbit out of a hat, and so on. Parlour Trick covers anything that a practised sorcerer could pull off (without using any actual mystical powers). The character rolls Dexterity + Larceny (difficulty 6), or may alternatively spend a Vita point for an instant success. �� Ventriloquism A little harder to master than Parlour Trick is the art of Ventriloquism. With a little effort (and a practised mind), the character may both throw and disguise her voice, either separately or simultaneously. Roll Charisma + Performance (difficulty 7). Each success may be assigned either to improving the distance thrown (5 feet per success), or quality of disguise (as Storyteller denotes). For example, Jemina scores three successes. She may either throw her own voice for up to fifteen feet, disguise her voice rather effectively, or have a combination of the two, at lesser degrees, such as a slightly modified voice, thrown ten feet. ��� Escapology Aside from its theatrical uses, Escapology is an extremely useful skill, especially when the Escapologist finds herself in trouble with the authorities� To employ the skill of Escapology, roll Dexterity + Athletics (difficulty 7, or higher depending on the complexity of the bonds, and whether they are of a mystical nature). Each success reduces the amount of time it takes for the character to escape. Alternatively, for a really impressive and instantaneous escape, the character may spend a Vita point (although this is at Storyteller discretion, particularly when dealing with especially complex or mystical bonds). ���� Pluck From Nowhere The character using Pluck From Nowhere may, as the title suggests, bring forth a small item seemingly from nowhere. However, this power must be prepared for in advance. The character must place the object, no larger than a shoe, she intends to make appear, somewhere within (5 x the character�s Intelligence) feet from where she is to perform the trick. She then spends 1 Vita, and the item immediately appears either somewhere on her person, or in her hand. Alternatively, if the character does not possess the item, or has not prepared for the trick, or is too far away from the item, she may spend 1 Vita and roll Intelligence + Quintessence (difficulty 7). If the character rolls 1 or 2 successes, she manages to call forth a similar object (at Storyteller discretion). At 3 or more successes, she calls forth the exact item required. Note that Pluck From Nowhere may not be used on any mystical item, or on any living thing. ����� Easy Money Easy Money is the thief�s dream come true. Quite simply, the character can, through sheer skill and willpower, steal money and goods from other people or places without even going near them. To use Easy Money, the character must know exactly where the subject of her theft is; for example, she must know which of the three pockets that key she needs is in. she then spends 1 Vita and rolls Dexterity + Larceny (difficulty 7). Success and effects are best left in the hands of the Storyteller. Needless to say, a Botch could be very interesting indeed. Note that to steal money, the character need not know exactly how much she is attempting to steal; this is one factor that the number of successes rolled could indicate. But she must know where some of the money she is trying to steal is. ����� � Delude A highly useful power, Delude does better that the effects of the Merit: Honeyed Tongue, causing almost everyone to believe everything that you tell them. Delude costs 1 Vita to use, but requires no roll. Anyone with a Willpower lower than your Chicanery rating will believe everything the Deluding character says, while those with a higher Willpower may roll Perception + Subterfuge (difficulty 8) for any statement that he deems suspect. If such a character Botches this roll, he is rendered victim of the power as though he had lesser Willpower. The power lasts until the end of the scene, after which Deluded characters will then believe what they like (and may become extremely angry). Note that Zombi are oddly immune to this power (not that it really matters). ����� �� Puppetry By channelling her Vita, the character can cause objects to move very slightly. This can be used to many effects, such as turning a key from a distance, pulling the trigger on a holstered pistol, or moving a pebble underneath someone�s foot to trip them up. The only restrictions are that the object is in the character�s line of sight, and weighs no more than and is no larger than a Gold Crown, and requires only minimal effort to physically move. For greater uses of this sort of power, characters should learn the Telekinesis Aptitude. Puppetry costs 1 Vita to use, and does not require a roll. ����� ��� Hands From Beyond This power has an infinite number of uses, but its best appliance is in combat situations. In non-combat situations, the Hands From Beyond can be used to do mundane things like work, or open doors, pour drinks � indeed, anything that normal hands could do. The effect costs 2 Vita and requires a successful Manipulation + Quintessence roll (difficulty 7). Every two successes create a pair of invisible hands; one hand on its own will not appear, as this is largely useless in terms of this power. If the hands are used in combat (fighting with weapons or just fists), they are treated as having Physical Attributes of 4, no Abilities, and always go last in terms of Initiative. However, the Hands From Beyond cannot be attacked, and therefore sustain no damage. The Hands From Beyond will remain conjured for up to 1 turn or three minutes for every dot the character has in Chicanery. Alternatively, she may spend 1 Willpower to have the Hands remain for the rest of the scene or the end of the combat. Note that the Hands may also, of course, be used to block attacks (whether using shields or just themselves) made against the character that created them, but must still make a Dexterity roll to do so. The character that used the power has full command over the Hands, but the Storyteller should make all their rolls for them. The Hands From Beyond resemble identically the hands of the character using the power. ����� ���� Slip Through the Cracks This power will cause the character to appear to literally Slip Through the Cracks, by vanishing completely. The power costs 2 Vita and requires a Wits + Stealth roll (difficulty 7). Other characters who are actively attempting to perceive the vanished character must roll Perception + Alertness (difficulty 8), and beat the number of successes scored on the Slip Through the Cracks roll. The power lasts for as long as the character desires, up to the end of the scene, during which she may move around and make limited noise, but should she do anything to break the illusion, such as moving an object, opening a door, or attacking someone, the Chicanery is broken. ����� ����� Where Did That Castle Go? As the name suggests, this power can be used to hide large inanimate objects, such as castles, hills, even entire cities. Anybody inside such an object, such as a castle or town, are also hidden from view. This power costs 4 Vita to use, and requires a Wits + Quintessence roll (difficulty 7). The number of successes scored indicates how well (and how much of) the targeted object is hidden. Other characters who are actively attempting to perceive the vanished object must roll Perception + Alertness (difficulty 8), and beat the number of successes scored on the Where Did That Castle Go? roll. The power lasts for as long as the character desires, up to the end of the scene, during which the people inside may move around and make limited noise, but should any (or anyone externally) do anything to break the illusion, the Chicanery is broken. |
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