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MYTHERICERIA
Whatever odd commingling of blood which produced
the Kiasyd has led to a number of weird effects,
not least of which is the Mytherceria Discipline. This
collection of powers mimics the abilities of faeries —
or at least, that’s the best guess of the Kindred who are
familiar with it. The Kiasyd use this power to alter and
beguile the minds of their foes, as well as to force others
to tell the truth. The Kiasyd do not, in general, teach
this Discipline to those outside the bloodline, and supposedly
it would require oaths sworn on the lifeblood
of the student to learn.
• Folderol
The Kiasyd can cleave truth from lies. The exact effect
varies from vampire to vampire. Some Kiasyd experience
bleeding from the eyes or ears when they hear
a lie, while some Weirdlings’ eyes glow when told a
falsehood. Whatever the effect, this power detects lies,
not mistakes, meaning that a target has to know he is
lying in order for this power to work.
System: The character knows when a target is deliberately
lying. No roll or expenditure is necessary for
this power to work, but the character must deliberately
activate it. Note that this power does not provide any
insight into what the truth might be, nor does it enable
the vampire to tell if a target is simply stating something
false that he believes to be true.
•• Fae Sight
The Kiasyd’s knowledge of magic isn’t just theoretical.
Their strangely-colored eyes are capable of detecting
the arcane energies of the fae, as well as magic from
other, more esoteric sources. They are not, however,
capable of using this power to detect the residue of
ghosts or vampiric magic.
System: The Kiasyd sees faeries and other faetouched
mortals for what they really are, with no roll
required. Additionally, the player can detect any form
of magic that does not stem from ghosts or the undead,
including magic from mages, werewolves, and other
such odd sources. The character can recognize these
for what they truly are, provided he has seen similar
effects before.
••• Aura Absorption
The Kiasyd is capable of seeing images of events and
emotions past by touching an object or an area. However,
unlike the Auspex Power The Spirit’s Touch,
this power absorbs the images, making them harder for
other beings with similar powers to access. Anyone attempting
to use this power, Spirit’s Touch, or a similar
ability to see what the Kiasyd has seen finds that the
images are hard to hold, slipping through his mind’s
eye like minnows through a stream.
System: The player must make a Perception + Empathy
roll. The difficulty is determined by the Storyteller
based on the age of the impressions and the
mental and spiritual strength of the person who left
them. The number of successes determines the amount
of information gained, both in terms of images of the
scene when the object was being held or touched, and
the nature of the person who was holding the object.
One scene-type image and one aspect of the person’s
identity (Nature, Demeanor, aura, name, sex, or age)
becomes clear for each success the player garners on
the roll. Anyone attempting to use this power or The
Spirit’s Touch on the same object subsequently must
accumulate more successes than the Kiasyd did to get
any impression at all. The first Kiasyd’s successes subtract
from the number of successes scored by anyone
trying to read the object thereafter.
•••• Chanjelin Ward
The vampire inscribes a ward on an object, a location,
or a person. That ward disorients and befuddles
anyone that sees it, meaning that even if an intruder
can penetrate a Weirdling’s security and steal an object
of value, he’s unlikely to be able to find his way to the
exit. Spiteful Kiasyd use these wards as punishment —
one story tells of a Weirdling that drew a ward on an
enemy’s shirt as dawn approached, and then watched
(from safety) as the unfortunate vampire burned in the
sun, unable to remember which way to run.
System: The vampire creating the ward inscribes the
symbol in a visible location — on a library door, bookshelf,
or an individual’s clothing — and the player rolls
Intelligence + Larceny (difficulty 7 for inanimate objects,
or the subject’s current Willpower +2). Anyone
entering the warded area or touching the warded object
loses two dice from her Intelligence dice pools as
long as she maintains contact with or proximity to the
ward. Additionally, anyone seeing the ward becomes
addled and lost unless she succeeds on a Wits + Investigation
roll (difficulty 8). The Kiasyd is immune to his
own wards. The glyphs last for a duration indicated by
the number of successes on the Intelligence + Larceny
roll:
Successes - Duration
1 success - One hour
2 successes - One night
3 successes - One week
4 successes - One month
5 successes - One year
••••• The Riddle Phantastique
The Kiasyd whispers a riddle to an opponent, and
the riddle consumes his mind. The target can do nothing
until he solves the riddle, and no one can help him
— answers provided by others, even correct answers,
fail to counteract this affliction.
System: The player rolls Manipulation + Occult
(difficulty of the victim’s current Willpower). After a
successful roll, the victim can do nothing but sit and
ponder the Riddle until she accumulates three times
the riddler’s successes. The subject rolls Wits + Occult
(difficulty 8, plus or minus the number of derangements
the victim has, at the Storyteller’s discretion).
She makes this roll as soon as she is told the Riddle,
and then once per hour until she has gathered enough
successes. Should the victim botch on a roll to solve
the Riddle, she takes one level of lethal damage as the
mystical enigma racks her body, and she loses all successes
from the accumulated total. This damage cannot
be healed until the Riddle has been solved. The riddler
can end this trance by telling the victim the answer,
but no one else can.
••••• • Steal the Mind
Legends tell of the Fair Folk taking the memories and
faculties of their victims, leaving these hapless people
drooling idiots for the rest of their lives. While modern
thinking is that these stories actually referred to stroke
victims, elder Kiasyd display a power with a similar effect.
The victim of Steal the Mind loses his memories
and all knowledge he has accumulated. The Kiasyd
gains these memories for a short time, and generally
uses this time to inscribe them before they revert to
the original owner… assuming the Weirdling lets that
happen.
System: The player selects a mortal or supernatural
target and rolls Perception + Subterfuge (difficulty
equal to the target’s current Willpower). While the
Kiasyd has “stolen” her subject’s mind, she retains her
own consciousness, but has complete access to all of
the subject’s thoughts and memories. Subjects have no
knowledge that they have been affected in this manner,
though any attempts to harm them — by the Kiasyd
or anyone else — return their wits to them immediately.
Subjects have no access to their Knowledges
while this power is active, but Talents and most Skills
(those that work on muscle memory) are still present.
The Storyteller might need to exercise discretion as to
which Abilities are lost.
Those who are victims of this power for long periods
of time may starve, though they will eat food presented
to them. The number of successes determines the duration
of the effect, though the Kiasyd may return the
subject’s mind at any time before this period ends. If
the victim dies before the memories return, the Weirdling
keeps them. If the Kiasyd kills the target to keep
his memory, the character may need to roll for degeneration
(see p. 309) depending on what Path they follow
— Kiasyd on Humanity must always roll.
Successes - Duration
1 Success - 10 minutes
2 Successes - One hour
3 Successes - One night
4 Successes - One week
5 Successes - One month
••••• •• Absorb the Mind
This power, similar to Steal the Mind, allows the
vampire to absorb Abilities from her victim. These
traits are transferred permanently; the victim loses the
knowledge, and the Kindred gains it. Absorb the Mind
is an extremely invasive and insidious power, and fortunately
only a bare handful of Kindred in the world
know of it.
System: The player rolls Perception + Empathy (difficulty
equal to the target’s current Willpower). The
target may resist with a Willpower roll (difficulty equal
to the Kiasyd’s current Willpower). The difference between
the two determines the effect. If the target gets
more successes, he resists completely and the Kiasyd
may never use Absorb the Mind on this target again.
The Kiasyd, if successful, may select a combination of
Abilities to her satisfaction.
Taking some of a victim’s Ability dots may leave a
remainder — the Kiasyd need not take all of a subject’s
dots in a given Ability. For example, a character with
three dots in Occult, from whom a Kiasyd steals one,
retains an Occult of 2. If a Kiasyd takes fewer dots than
she already has in a given Ability, these points do not
serve to raise her own rating. (In the previous example,
the Kiasyd would not increase his Occult rating if he
already had a rating of one or more, as he took only
one dot.) If the Kiasyd fails in an attempt to use this
power on a target, no subsequent attempt can be made
on that target for a year and a day.
In all cases, the maximum to which the Kiasyd can
raise an Ability is the level the target has in that Ability,
so if a victim has only one dot in Law and the Kiasyd
gets 2 successes, she can’t gain 2 dots in Law. Generational
restrictions do apply: a Sixth-Generation Kiasyd
can have a maximum of seven dots in an Ability, for
example. All losses of Abilities on the part of the victim
are permanent, though they may be returned to
their original levels via experience-point expenditure.
Successes - Effect
1 Success - Steal 1 dot
2 Successes - Steal 2 dots in one Ability
3 Successes - Steal 3 dots in up to two Abilities
4 Successes - Steal 4 dots in up to three Abilities
5 Successes - Steal 5 dots in up to four Abilities
••••• ••• The Grandest Trick
The Kiasyd can fool himself into believing that he is
not, and has never been, a vampire. This trick lasts for
a short time, during which the character gives up all
blessings (but loses all drawbacks) of being Kindred.
He retains all of his other knowledge, but the magic
of the Grandest Trick deftly prevents him from figuring
out the truth (notes that explain the truth vanish,
knowledge of clues that would lead him to it don’t
make sense, etc.). The Grandest Trick is useful for
throwing vampire hunters off a character’s scent, but
also for gathering information that can only be obtained
during the day. Rumors among younger Kiasyd
also persist that some elders of the bloodline use the
Grandest Trick to meet during the day once every 50
years, exchanging documents and letters that, for that
day, make no sense to any of them. It is only after the
Trick wears off that they remember who they are and
can read what their Clanmates wrote.
System: The player spends eight blood points and
makes a Willpower roll (difficulty 9). If this roll is
successful, the character becomes mortal at the next
sunrise for a duration determined by the number of
successes on the roll. The Kiasyd knows, however subliminally,
the duration of the power, and he automatically
attempts to return to safety, should daylight be a
problem at the power’s end. After this power ends, the
Kiasyd retains all memories of his brief return to the
world of mortals. During his time as a mortal, the character’s
Traits are limited to ratings of 5 (which return
to their original levels when the character becomes a
vampire again), and the character has no access to her
Disciplines. Likewise, the character may not use blood
points for any vampiric benefits while mortal.
Successes - Duration
1 success - 10 minutes
2 successes - One hour
3 successes - Four hours
4 successes - 12 hours
5 successes - 24 hours

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