MET LARP SRD
(2013 BNS MET System)
Chimerstry
Chimerical illusions are shaped from the stuff of dreams, a quasi-substantial essence that members of the Ravnos clan call maya. Items made with this power are not real, but they are also not entirely insubstantial, as they are formed of the physical substance of dream. A chimerical gun has the appropriate weight and heft. A chimerical flag will sway in the wind and will cast a shadow. However, if a chimerical item is disbelieved, it loses all physical qualities â but only to the individual who successfully disbelieves.
A Chimerstry construct cannot physically deflect anything more substantial than a bright light or a slight breeze. Items or creatures made with this power cannot cause harm. Chimerical armor doesnât stop bullets, and a chimerical sword canât cut anything.
One of the most important things to remember about Chimerstry is this: illusions can add to the world, but they can never subtract from it. A character could create a chimerical wall and hide behind it, but could not use this power to create a hole in the ground, as Chimerstry cannot âsubtractâ the dirt that is present. A character cannot use Chimerstry to make items or people invisible, nor to duplicate the powers of Obfuscate. However, you can use Chimerstry to create a chimerical bucket to put over an item and thus hide it. This power cannot alter a characterâs overall appearance, as Mask of a Thousand Faces does, but it can change the color of a trenchcoat from red to blue.
Chimeristry is made of semi-tangible maya, mixed with the mindâs willingness to believe what it can perceive. An illusionary wall can block your progress, but it is not substantial enough to support more than a few ounces of weight. An individual is blocked by a chimerical wall in large part because her mind will not allow her to pass that barrier. However, if a falling person grabs hold of an illusionary rope, it will fail to support her weight.
Disbelieving Chimerstry : Recognizing that something is chimerical is not the same as disbelieving the illusion. Disbelieving a construct requires an active attempt to destroy the chimerical creation, indicated by a contest of wills with the illusionâs creator. It is possible to realize that an illusion is false, but fail to disbelieve it. The subjectâs subconscious mind simply cannot agree that this construct isnât real. In this manner, if a character sees a chimerical sword pass harmlessly through an object, she may realize the sword is an illusion. However, the sword will still exist, and will still look and feel real unless she chooses to actively disbelieve and then defeats its creator in a contest of wills.
If a character suspects that something is formed of Chimerstry, she can make an active attempt to disbelieve that illusion. To do so, she must expend her simple action and enter a contest of wills with the illusionâs creator. Make an opposed challenge using your Social attribute + Willpower versus the Chimerstry userâs Social attribute + Subterfuge. If the attempt to disbelieve succeeds, the illusion becomes a semitransparent shadow of itself. Characters cannot interact with items they have successfully disbelieved. For example, after disbelieving a chimerical wall, a character can see through it clearly and can move through the wall without impediment.
After disbelieving an illusory sword, the character is unable to pick it up; it will pass through her hand if she tries. If a character successfully disbelieves an illusion, other individuals will not notice any change in that illusion. Even if the character sees someone walk through an illusionary wall, she must make a separate test and successfully disbelieve it in order to walk through the wall herself. If she fails to disbelieve, she must treat that wall as if it is real, and must bash it down or go around it in order to pass. If a character who has successfully disbelieved a chimerical illusion then does something to demonstrate that it is not real, such as walking through a chimerical wall, it provides an excellent opportunity for other observers to realize that the illusion is not real and call for their own challenges. If an individual fails an attempt to disbelieve an illusion, she cannot attempt to disbelieve that illusion again for five minutes.
If an illusionâs creator disbelieves her own illusion, it immediately ceases to exist. The user must treat her illusions in all ways as though they are real or the maya fades.
âEternity is as ephemeral as breath, as fleeting as dream. Seize what you can while you can, and never let go.â â Vassily Taltos
By spending 1 Blood and using your standard action, you create an insubstantial sensory illusion. Illusions created with Ignis Fatuus can only affect one of the following senses: sight, hearing,...
Expend your standard action to alter the appearance of an inanimate object. Mirage cannot be used on creatures or individuals. Remember that Chimerstry can be used to add to an item, or to cover what...
Spend 1 Blood and use your standard action to create an independent illusion that appears real to every sense. This illusion can move either in a predetermined loop, or, with continued concentration...
Spend 1 Blood and use your simple action to make an already-created Mirage or Apparition permanent. The illusion will last until you choose to dispel it, until it is irrevocably unable to continue,...
Spend 1 Blood and a simple action to augment one of your already existing Apparitions with Horrid Reality. For the next five minutes, that illusion cannot be disbelieved and is imbued with the power...
Spend 2 points of Blood and your standard action to create a magical melee weapon that only you can wield. For the next hour, the illusion cannot be disbelieved. At the end of the hour, the item...
If you are aware or suspect the use of Chimerstry, Obfuscate, or other similar powers that trick the mind such as a werewolfâs Blur of the Milky Eye or Coyoteâs Mantle, you may attempt to dispel the...
Once purchased, this power is always active and enhances all uses of Horrid Reality. Attacks made by your Horrid Reality-augmented Apparitions can attack up to ïŹve characters simultaneously. Your...
Spend 1 point of Blood and use your standard action to create up to three Apparitions for each dot you possess of the Subterfuge skill, minimum three. When created, you can give each Apparition its...
Spend 3 points of Blood and 3 full turns to craft an illusion that engulfs the world around you. This illusion must be centered on your immediate location and affects an area no larger than a small...
Level 1
By spending 1 Blood and using your standard action, you create an insubstantial sensory illusion. Illusions created with Ignis Fatuus can only affect one of the following senses: sight, hearing,...
Level 2
Expend your standard action to alter the appearance of an inanimate object. Mirage cannot be used on creatures or individuals. Remember that Chimerstry can be used to add to an item, or to cover what...
Level 3
Spend 1 Blood and use your standard action to create an independent illusion that appears real to every sense. This illusion can move either in a predetermined loop, or, with continued concentration...
Level 4
Spend 1 Blood and use your simple action to make an already-created Mirage or Apparition permanent. The illusion will last until you choose to dispel it, until it is irrevocably unable to continue,...
Level 5
Spend 1 Blood and a simple action to augment one of your already existing Apparitions with Horrid Reality. For the next five minutes, that illusion cannot be disbelieved and is imbued with the power...
Level 6
Spend 2 points of Blood and your standard action to create a magical melee weapon that only you can wield. For the next hour, the illusion cannot be disbelieved. At the end of the hour, the item...
If you are aware or suspect the use of Chimerstry, Obfuscate, or other similar powers that trick the mind such as a werewolfâs Blur of the Milky Eye or Coyoteâs Mantle, you may attempt to dispel the...
Once purchased, this power is always active and enhances all uses of Horrid Reality. Attacks made by your Horrid Reality-augmented Apparitions can attack up to ïŹve characters simultaneously. Your...
Spend 1 point of Blood and use your standard action to create up to three Apparitions for each dot you possess of the Subterfuge skill, minimum three. When created, you can give each Apparition its...
Level 7
Spend 3 points of Blood and 3 full turns to craft an illusion that engulfs the world around you. This illusion must be centered on your immediate location and affects an area no larger than a small...