By Robin Pfeifer (robin@one-world.de) for the Dream Dancers
System: The design of the personal Chimare is part of the First Dream under the guidance of the Sire, which is a kind of initiation. The use of this discipline to maintain the Chimare's existence during the day is automatic and costs one blood point (in addition to the point the Dancer loses as other Kindred do). During the day the Chimare remains a still life (very spooky for Garou or other supernaturals who enter). During the day the Dancer is not within his Chimare and cannot be harmed through it. Destruction of the Chimare is nearly equal to the destruction of the Dancer himself, but it proves an arduous task. As long as a Dancer has one blood point left he will always try to maintain his Chimare before anything else.
Changes to your own Chimare are always free and automatic, regardless of the magnitude of change. Changes to other dreamers' Chimarae cost Willpower and need a roll against Willpower, difficulty 6: the cost is one point for minor changes such as colours, creation/destruction/change of unimportant props etc., two points for changes which contradict the essence of the dream by changing important or archetypical symbols, and three for complete control over the Chimare. If three points have been expended to gain control, no further costs need be paid for changes while the Chimare exists (i.e., the Dreamer sleeps). The Dancer may also spend an additional blood point per day to keep this Chimare in existence.
System: Use of this level needs a roll of Perception + Empathy (difficulty 6) one success is enough. The Dancer pierces the membranous wall between her own Chimare and her target and enters the other's dream. A botch means that the Dancer is trapped within her own Chimare for the night.
System: The Dancer rolls Manipulation + Intimidation against a difficulty of the target's Willpower. One success is enough to call the dreamer and each additional success is added to further manipulation attempts by the Dancer until the dreamer awakens.
System: The Dancer and the Umbrood roll contested Willpower at difficulty 6. If the Dancer scores more successes, she may control the Umbrood. On a botch the Umbrood gets hostile. As long as the Dancer does not force the Umbrood to do something which is detrimental or contrary to the Umbrood's being, the use of this level is free. Else the Storyteller is free to assign a cost of 1 to 3 Willpower for unusual influence.
System: The creation of the seed costs 1 blood point and 1 Willpower. On creation of the seed the Dancer has to decide upon the exact influence the seed should have on the dreams. To plant the seed the Dancer has to enter the dreamer's Chimare. There is a bond between the Dancer and the seed through which the Dancer will feed 1 blood point per night. The dancer need not enter the dreamer's Chimare for feeding the seed. The seed will grow when fed continually. Its form will be congruent to its purpose. In the instance of dreams of falling for example, it might become a tower or a mighty tree which the dreamer keeps climbing and falling from. The influence of the seed increases gradually. Assume that for each 10 blood points fed to the seed, difficulties for influencing the dreamer or his Chimare decrease by one. When the amount of blood points by 10 exceeds the target dreamer's permanent Willpower, complete control is established. The influence of the seed is permanent. It may be dissolved by the Dancer who planted it; any other dreaming creature with the exception of the dreamer himself must try to uproot the seed, which will be easier when it is young (e.g., a sapling) and more difficult when it is older (e.g., a full-grown tree). The dreamer himself cannot do anything against the seed.
This power is a bit like the Auspex power 5 in that the aethereal body of the Dancer is actually projected to the site he is visiting. He can be perceived by supernatural powers which allow to see ghosts.
System: The Dancer rolls Perception + Empathy against a difficulty of 7. For each success the Dancer may visit the place for 5 minutes.
System: The Dancer and the target roll contested Willpower against a difficulty of 6. If the target is seeded, his difficulty rises accordingly, while the Dancer's is lowered (distribute the successes for the modification equally). If the Dancer wins, the target sleeps immediately. The dream lasts for as many minutes as the Dancer scored successes, but for the Dancer's purposes this time is negligible because time within dreams is relative.
System: No roll is necessary to summon the dreamers. Influencing them when they reach the Chimare still calls for a contested Willpower roll at 5 for the Dancer and 9 for the dreamers.
System: The Dancer has to roll against Willpower (difficulty 9). One success allows some moments worth of controlled dream after sunrise, usually enough to plant a seed in the Chimarae of vampires who have just gone to bed or coffin. Two successes allow for some minutes, while three or more successes allow for a full day of controlled sleep. In this latter instance, the Dancer need not expend a blood point to maintain his Chimare for that day.
System: The Dancer rolls Perception + Empathy against 8. One success allows for a glimpse of up to one day into the past or one hour into the future for one minute. The time elapsing is real time, so only one minute can be seen. Two successes allow for up to a month into the past and up to a week into the future. Time may be compressed so that up to one day may be seen. Three successes allow for up to one year into the past and one month into the future, while the time observed may be compressed to a week. Four successes allow for journeys into the past up to the moment of the Dancers birth and a decade into the future with a full year observed. Five successes allow for unlimited journeying into past or future and any length of observation.
System: A roll against Intelligence + Occult or Intelligence + Psychology is necessary (difficulty 7). One success is sufficient, but only one connection to an archetype may be maintained at a time. The Dancer may pass back and forth between the archetype and connected Chimarae. A botch means that the archetype enters the Dancer's own Chimare and affects it accordingly, which the Dancer may not cancel.
System: With the acceptance of this power the Dancer burns all bridges back. There is no roll or anything, only a conscious embrace of Dream as the only reality.
System: There is no need for a roll here, acceptance is all that is necessary.
On this level the Dancer loses her identity and dissolves into the collective subconscious which feeds all dreams. If this isn't Golconda, then nothing is.
System: No roll needed.