home
about
legend
history
boards
rip
clans
suspects
business
links
Mytherceria



          The curious blood coursing through the undead veins of the Kiasyd has done some remarkable things, not the least of which has been the creation of the odd Discipline known as Mytherceria. A collection of powers attributed to the faeries and inclined toward the exposure of new knowledge, Mytherceria has driven many of its victims to babbling madness, or at least frustration. The Kiasyd are loath to teach its ways to others outside their bloodline - they know that were it turned against them, they may be forced to reveal secrets the world is better off not knowing.

Folderol

          It becomes increasingly difficult to deceive the Kiasyd as they absorb more and more knowledge. This power reveals lies told to the Kiasyd in several different ways, which varies from vampire to vampire. Some Kiasyd perceive lies via their teller's tongue glowing an unnatural colour, while others' eyes well up with blood tears when lied to. The manner varies from Kiasyd to Kiasyd, but the effect is always the same - he knows you have lied.

           System:The Kiasyd must have a higher Perception + Mytherceria than the liars Willpower. If this is the case then the Kiasyd know you have lied. However should the liar suspect that the Kiasyd is using this power. They can use what ever is the Creatures Power base (Vampires - Blood, Mages - Quintessence, Changelings - Glamour, e.t.c.) to boost their Willpower for about 20 seconds to combat this effect. This Costs no Blood to use and can be turned on and off at will.

Fae Sight

          Attuned to the blood of the Wild Ones, Kiasyd have some propensity for seeing the true nature of changelings. Kiasyd can identify changelings on sigh, and they can even see through to the Wild Blood underneath. Additionally, they are able to recognise areas of faerie influence.

           System:Kiasyd see changelings for what they truly are. Also, in any area of recent magical faerie activity (cantrips, summoned, e.t.c.), the Kiasyd knows that the fae have been present in the area, this costs nothing to use and is active all the time. However they feel a cramping sensation in there mid section. Most Kiasyd become accustomed to this, and have no penalty to any actions. They are only effected by the cramps for the first 2 months of learning this level.

Aura Absorption

          This power works much like Auspex power of the Spirit's Touch. The Kiasyd must touch or pick up the object being read. Instead of just receiving and interpreting the psychic Impressions left on the object by the last person who came in contact with it, the Kiasyd absorbs the impressions into her mind. This leaves her with a very clear interpretation of the aura, and wipes the object "psychically clean" so no one coming afterwards can get an impression from the item by using this ability or Auspex. Kiasyd also use this power to mask their own possession of an object.

           System:The player must add perception to her Mytherceria and then use blood to extend the range of this discipline see the table below if you reach the right level you can ask the Referee 1 question per level of Mytherceria.

	1	1 day
	2	2 days
	3	7 days
	4	1 month
	5	1 year
	6	+1 year for every point above 5


          Once this power has been used they Item is wiped clean of all impressions and cannot be read again.

Chanjelin Ward

          The vampire can create mystical wards, symbols of occult power that disorient onlookers. Many Kiasyd use these glyphs to protect their libraries, though some spiteful vampires use them as curses by placing them on individuals who have earned their disfavour.

           System:The vampire creating the ward inscribes the ward in a visible location - on a library door, bookshelf or an individuals clothing - and the player Uses blood to inscribe the ward, the more blood the longer the effect. Anyone entering the warded area or touching the warded object loses two from her Intelligence as long as they stay in contact /the area of the ward.

	Blood	Duration
	1	One hour
	2	One night
	3	One week
	4	One month
	5	One Year



Riddle Phantastique

          The Kiasyd has knowledge of many hidden and intriguing truths. He can phrase these enigmas as a vexing riddle, causing whoever hears the Riddle Phantastique to do nothing but try to solve it. The Riddle is so impenetrable that it can actually damage the fragile brains of those who think about it. Malkavians and other deranged individuals sometimes have easier times solving the Riddle, but at other times it plagues them by driving them even more insane.

           System:The player rolls The Vampire spends 5 blood, and additional points to boost and try and beat the victims willpower , the victim can do nothing but sit and ponder the Riddle until has spent the same amount of hours as the casters willpower + additional blood (minus the number of derangements the victim has, at the Storyteller's discretion). She makes this check as soon as she is told the Riddle, and then once per hour until she has spent enough time. Should the victim not solve the riddle by the end of the night, she takes one level of lethal damage as the mystical enigma racks her body, and she must start the riddle the next day and night again but they have to start from the beginning, however they have a -1 to the number of hours needed to solve (A character can stay awake and try and solve the riddle if need be however a vampire cannot feed until the riddle is solved). This damage cannot be healed until the Riddle has been solved.

          The riddler can end this trance just by telling the victim the answer, but no one else can do so. Base needs to be above the victims willpower.

5 + Add. Blood -5 = base


          Base needs to be above the victims willpower.

Casters Willpower + Add. Blood = Hours to solve
(-1 after sleeping but must restart again.)


Mytherceria Extended

Steal the Mind (Level 6)

          This power is a further extension of the Kiasyd's mystical lore-gathering abilities. In their ever-increasing quest for knowledge, the Kiasyd have found a way to rip memories and knowledge from sentient beings. The Kiasyd's victim becomes a mindless fool for the duration of this power's effect, able to function only on a basic autonomic level (mortals continue to breathe, while vampires simply stand in stupor). Normally in this state, the victim is so confused that she wanders aimlessly, or sits and does nothing. As soon as the Kiasyd purloins the memories, she often records them in a more permanent form such as a scroll or book, before they escape her own memory. This power accounts for some reports of individuals being left, foolish and duped, by "the Good Folk."

           System: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 Willpower to them immediately. Those who are victims of this power for long periods of time may starve, but they will eat food presented before them. The number of Blood determines the duration of the effect, though the Cainite may return the subject's mind at any time before this period ends. During the effect the victim has and Intelligence of 0 and a Willpower of 0, also they have no memories they don't even know there own name, they just operate on basic instinct Yet they will not venture for anything will only act on instinct if they are presented with the necessities.

	1 Blood		10 minutes
	2 Blood		One hour
	3 Blood		One night
	4 Blood		One week
	5 Blood		One month


Absorb the Mind (Level 7)

          The Kiasyd absorbs the Abilities from her victim's mind, and she is able to call on them immediately, even though she might have never had knowledge of them before. This power is invasive, actually stealing the Abilities/Skills permanently, leaving their original owners ignorant and inept.

           System:The player checks Perception + Willpower + Blood The target may resist with Willpower + Blood + Intelligence. The difference between the two determines the effect. If the target gets more, he resists completely. The Kiasyd, if successful, may select a combination of Abilities to her satisfaction. Taking some of a victim's Ability dots may leave a remaining bit-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.) Also, if a Kiasyd takes less dots than she already has in a given Ability, these points do not serve to raise her own score. (In the previous example, the Kiasyd would not increase his Occult score if he already had a score of one or more, as he took only one dot.) No subsequent attempt can be made by the Kiasyd on a target against whom he fails for at least a year. In all cases, the maximum to which the Kiasyd can raise an ability is the level the target has in that Ability. (Again by example, if a victim has a dot in Law and the Kiasyd gets 2 dots, she can't gain 2 dots in Law.) Also, generation restrictions apply; a Sixth Generation Kiasyd can have a maximum of seven dots in an ability. 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.

           Disciplines can be stolen in the same way but the Caster needs to get the chance to take at least 7 dots to get 1 dot of the discipline. (disciplines gained in this way cannot be increased with XP only by stealing again)

	1 greater	Steal 1 dot
	2 greater	Steal 2 dots in One Ability
	3 greater	Steal 3 dots in up to Two Abilities
	4 greater	Steal 4 dots in up to Three Abilities
	5 greater	Steal 5 dots in up to Four 
			Abilities or 1 dot in 1 discipline.


          N.B. It is not considered good for to take more than 5 dots from a victim. As this is taking away another vessel with at a later date can be taken from again.

The Grandest Trick (Level 8)

          For an exceedingly brief time, the Kiasyd may call his fae blood to prominence to subdue the Curse of Caine. The Kiasyd may become mortal again, discarding all of the benefits and drawbacks of being a vampire. While (temporarily) mortal, the Kiasyd has no knowledge or memory of being a vampire, though he retains all other knowledge and memories. Kiasyd sometimes use this power to pursue lore accessible only by day (for whatever reason), though they sometimes use it to throw witch-hunters off their trail or simply for the bittersweet pleasure of seeing sunrise without fear.

           System:: The player spends eight blood points and makes and loses a Willpower for the duration of the transformation, the character then becomes mortal at the next sunrise for a duration determined by the number of Willpower. The Kiasyd knows, however subliminally, the duration of the power, and he automatically seeks to return to safety, should daylight be a problem at the duration's end (though "safety" is impossible to reach in some situations). 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 scores 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.
	1 Willpower	10 minutes
	2 Willpower	One hour
	3 Willpower	Four hours
	4 Willpower	12 hours
	5 Willpower	24 hours