Level 2
chimerstry
Amalgam: Presence 1
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 in the corner of the eye or a voice faintly heard (it can- not be employed to create a fake ID, for example). Dice Pools: Manipulation + Obfuscate vs Composure + Wits
Cost: One Rouse Check
System: The vampire rolls their Manipulation + Obfuscate. Anyone unprepared and within eyesight of the vampire and eligible to experience the hallucination (by being in line of sight of its projected appearance, or by being the target of a tactile sensation) is distracted, losing two dice on their next action. Additionally, those who fail to resist using their Composure + Wits lose their next active action if they fail. (However, they can still defend and resist as normal, with a two-dice penalty.)
Other effects resulting from the hallucination are up to the Storyteller, but they are advised to err on the side of caution.
These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).
Duration: One turn