While possesing Dominate and Obtenbration, 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 faeires 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.
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 tellers
tongue glowing in an unnatural color, 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 to him.
System: The player rolls Perception + Expression
(difficulty equal to the suspected liars Manipulation +
Subterfuge). If roll the succeeds, the Kiasyd gets an inkling as
to whether or not the subject is lying. One roll must be made for
each statement, should the Kiasyd be so suspicious as to check
out everything the speaker says.
Attuned to the blood of the Wild Ones, Kiasyd have some
propensity for seeing the true nature of the changelings. Kiasyd
can identify changelings on sight, and they can even see through
to the Wild blood underneath. Additionally, they are able to
recognize areas of faerie influence.
System: Kiasyd see changelings for what they truly are.
Also, in any area of recent magical faerie activity (cantrips,
summoned chimera, etc.), the Kiasyd knows that the fae have been
present on a Perception + Occult (difficulty 6).
This power works much like the Auspex power of The Spirits
Touch. The Kiasyd must touch or pick up on 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 make a Perception +Empathy roll,
for which the difficulty is determined by the Storytellers
assessment of 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
persons identify (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 Spirits Touch on
the same object subsequently must accumulate more successes than
the Kiasyd did to get any impression at all. The first
Kiasyds successes subtract from the number of successes
scored by anyone subsequently trying to read the object
thereafter.
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 disfavor.
System: The vampire creating the ward inscribes the symbol
in a visible location --on a library door, bookshelf or
individuals clothing --and the player rolls Intelligence +
Security (difficulty7 for inanimate objects or the subjects
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 or proximity to the ward.
Additionally, anyone seeing the ward becomes addled and lost
unless she makes a Wits + Investigation roll (difficulty 8). The
glyphs last for a duration indicated by the number of successes
on the Intelligence + Security roll, and the Kiasyd is immune to
his own wards.
1 successes One Hour
2 successes One Night
3 successes One Week
4 successes One Month
5 successes One Year
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. Malkavian 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 Manipulation + Occult (difficulty
of the victims Willpower). After a successful roll, the
victim can do nothing but sit and ponder the Riddle until she
accumulates three times the riddlers successes. The subject
rolls Wits + Occult (difficulty 8, plus or minus the number of
derangements the victim has, at the Storytellers
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 one success from the accumulated total.
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.