Illusions
While the Aptitude of Apparitions creates the chimera of people, the Illusions Aptitude is more focused on physical, inanimate mirages.

� Distraction
The Distraction power creates a simple illusory manifestation whose sole purpose is to attract the attention of someone through the corner of their eye. As soon as the target turns to look directly at the Distraction, the Illusion vanishes. However, Distraction is still very useful to provide valuable seconds in getting away. The actual Illusion created cannot be controlled, but is normally something taken from the surface of the character�s mind, although this is of little relevance, since only the Illusionist herself may look directly at it. Distraction costs 1 Vita, and affects only one target.

�� Hallucinations
Hallucinations, like Distraction, works only on one target and is randomly created from the surface of the Illusionist�s own mind. Hallucinations, however, lasts longer and can drive its victim temporarily mad. To use Hallucinations, spend 1 Vita and roll Manipulation + Quintessence (difficulty of the victim�s Willpower). Each success causes the Hallucinations (in the victim�s head only) to last for one turn or one minute when out of combat. Unlike Distraction, the Illusionist cannot see what it is that the victim is Hallucinating about, and must only guess from the victim�s reaction. If the Illusionist Botches the roll, she is affected by the Illusions instead. All characters suffering from Hallucinations are at �2 to all dice rolls.

��� Woods
At this level of Illusions, the character may create a static Illusion of a wooded area, covering anything from a few shrubs and bushes to a vast forest. The obvious use for this Illusion, which affects everyone in the area unless they succeed on a Perception + Alertness roll (difficulty 7, and they must have good reason to disbelieve that the forestry is not real), is to hide in, though there are many other applications for this power. Anyone who is watching the area the Illusion is to be created in automatically sees through the Illusion when it is created as though it were ethereal, and if he raises this point, the difficulty for others� rolls is reduced from 7 to 4. For obvious reasons, this power cannot be used in built up areas such as towns or cities. To create Woods, spend 2 Vita and roll Manipulation + Quintessence (difficulty 7). Each success makes the Illusion bigger.

���� Building
The Building Illusion is, for all intents and purposes, exactly the same as the Woods Illusion, with the exception that it creates a chimera of a building instead, from a small hut to a huge palace. Small Building Illusions may be created almost anywhere, but larger ones in remote regions drop the difficulty of seeing through them from 7 to 5.

����� Lost
Lost is a refined and potent version of Hallucinations. It creates the Illusion in a victim�s mind of an entirely separate world, in which he remains completely lost until the power�s effects wear off. While suffering from the effects of Lost, the victim is completely oblivious to the rest of the world. Lost is rather costly, difficult to employ, and a little unreliable. The Illusionist must spend 3 Vita. Then the Storyteller rolls the Illusionist�s Manipulation + Quintessence (difficulty 7) in secret; thus, the Illusionist does not know how long the power will last. For each success rolled, the effects last half an hour. Should anyone try to break the victim out of his Lost trance, the victim may roll Perception + Alertness (difficulty 8). Each success removes half an hour from the remaining amount of time that the power should last. If the roll for this power results in a Botch, the Illusionist herself ends up Lost, for a number of hours equal to half her Illusions rating (rounded up).

����� � Defined Mirage
The Defined Mirage power is more an extension of the other Illusions powers. Previous powers of this Aptitude have created seemingly random illusions, but using this power in combination with any of the first five levels of Illusions allows the character to specifically define what the Illusion is of. Using Define Mirage increases the Vita cost of the Illusions level being amplified by 1, and requires no additional roll.

����� �� Tagged Chimera
As Defined Mirage, Tagged Chimera is used as an extension of the first five powers of the Illusions Aptitude. Tagged Chimera allows the character to delay the effects of the Illusions power being used until a later time; this can be particularly useful if the character does not desire to be around when the Illusions power �kicks in�. Tagged Chimera increases the Vita cost of the Illusions level being amplified by 1, and requires a separate roll of Wits + Empathy (difficulty 7). The number of successes rolled indicates the maximum amount of time that can pass before the effects occur.
  None     No effect
     1       One turn
     2       One scene
     3       One hour
     4       One night
     5       One week
     6+     Whenever the character desires the effects to take place.
After making the Tagged Chimera roll, the character must then (unless it failed or Botched) proceed immediately to make the roll for the power that is being used in conjunction with Tagged Chimera. Once the Tagged Chimera has been used, it cannot be stopped unless the
Vita Totus power: Undo is used (and even then it will only work if the character using Undo knows when the Tagged Chimera is due to take place). Tagged Chimera can also be used in conjunction with Defined Mirage and another power (and frequently is); in this case the Vita costs are cumulative and hence the power being amplified costs +2 Vita.

����� ��� Dawn/Dusk
Having many assorted uses, Dawn/Dusk creates a widescale Illusion of either sunrise or sunset. Since Dawn/Dusk creates such a monumental illusion, it is truly a useful power. As such it costs 4 Vita and requires a successful Wits + Enigmas roll (difficulty 7). A number of people (starting with the nearest and working away from the Illusionist) equal to (the number of successes rolled x 5) are affected by this power. Any character that witnesses this must oppose the Dawn/Dusk roll with an Intelligence + Enigmas roll (difficulty 8). If they do not score more successes than the Illusionist, they become convinced that it really is dawn or dusk, despite all laws of reason and whatever anyone else says. The power lasts for a number of turns equal to the Illusionist�s Quintessence rating.

����� ���� Fantasy World
Exceedingly potent, Fantasy World can imprison a victim within his own mind, creating for him an inescapable elaborate world. Fantasy World costs 4 Vita and requires an opposed Willpower roll (difficulty 7). If the Illusionist scores more successes, she must then immediately make a Manipulation + Empathy roll (difficulty 7; cannot be Botched). The number of successes rolled indicates the duration of the Fantasy World (which can of course be broken using the
Vita Totus power: Undo).
  None      No effect
     1        One scene
     2        One week
     3        One month
     4        One year
     5        Ten years
     6+      Permanently

����� ����� Reality

Reality is a power that must be used in the next turn after any Illusions power has been used. Costing 5 Vita, Reality makes the power that has just been used permanent and real; this means that it cannot be reversed using the
Vita Totus power: Undo, and cannot be seen through using the Observation power: See the Unseeable (or any similar powers). However, using Reality inflicts the character with 10 dice of Lethal damage each time she uses it.
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