Mytherceria
From: The Guide to the Sabbat p. 106-108 (Intro by Helix)

The higher levels of Mytherceria are the source of the Kiasyd's uncanny wealth of secrets. Potentionaly dangerous, and extremely effective, the elders who posses these powers are some of the most reclusive, and most knowlageable vampires on the planet, who are more then likely to have a an extremely accuracte history of Kindred, purloined from many a fractured viewpoint.

 

***** * Steal the Mind


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 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: The player rolls Perception + Subterfuge (difficulty equal to the target’s 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. 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 successes determines the duration of the effect, though the Cainite may return the subject’s mind at any time before this period ends.

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

***** ** Absorb the Mind


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 permanently, leaving their original owners ignorant and inept.
System: The player rolls Perception + Empathy (difficulty of the target’s Willpower). The target may resist with a Willpower roll (difficulty of the Kiasyd’s Willpower). The difference between the two determines the effect. If the target gets more successes, 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 2.) Also, if 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 the Perception + Empathy roll 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 successes, 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.

1 Successes 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


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 a Willpower roll (difficulty 9). If the 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 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 Success 10 minutes
2 Successes One hour
2 Successes Four hours
4 Successes 12 hours
5 Successes 24 hours