This version of Mytherceria allows for Kiasyd to be played as NPC or charectors in Changeling: the Dreaming game. Unfourtunatly, with the awakening of Mytherceria's third level comes the burden of a banal world. A Kiasyd who activly uses Mytherceria also has a banality rating, just like changeling, and if it ever reaches 10, the fae nature of their blood is surpressed, and ultimately destroyed. This is not as drastic an effect to a Kiasyd as it is to a fae, but it does remove any memories they had of interacting with the Dreaming, and removes thier ability to use Mytherceria... forever.
In addition Kiasyd used
in this manner gain a Kenning trait, which basicaly describes how
well they recognise and accept the existance of fae.
The fae part of a Kiasyd is strong, and allows them to peirce the
mists of disbelief that fogs the minds of most creatures. Kiasyd
can see, hear, and recognise things happening within the Near
Dreaming, as if they were a changeling themself.
System: This power is always in effect, like it or not.
At this point the Kiasyd is able to temorarily interact with the
near Dreaming around him. He may reach out and weild a Trollish
axe, wear Red Cap armor or touch and manipulate Nocker machines
and so on. Note that they will also feel the "real"
qualities of a Dreaming item, and take very real damage from
Dreaming weapons while this is in effect.
System: The Kiasyd rolls Perception+Kenning (Difficulty:
9- thier Mytherceria rating) for the amount of time they may
interact with the Dreaming as if it were the "normal"
reality
1 Success 10 minutes
2 Successes 1 hour
3 Successes 3 hours
4 Successes 12 hours
5 Successes 24 hours.
Not so much a power as an awakening, the Kiasyd is now as much Fae as he is Vampire. The Kiasyd gains a Banality rating, set to 4, that raises and lowers according to how banal the Kiasyd acts. Most Kiasyd accept this as a step, not a stumbling block, to greater access to the world that their fae side sprang from.
At this level the Kiasyd is able follow Fae into the Dreaming of
mortals. This can lead to wonderful quests for treasure, or
battles against Chimera. At this point, the Kiasyd is also
permently able to interact with the Dreaming, baisicaly making
the level 2 powers of Mytherceria permently in effect.
System: The Kiasyd rolls Perception+Kenning (Difficulty:
9- thier Mytherceria rating) for the amount of time they may
interact with the Far Dreaming and beyound.
1 Success 30 minutes
2 Successes 1 hour
3 Successes 5 hours
4 Successes 6 hours
5 Successes 13 hours.
This level of Mytherceria allows a Kiasyd to forsake his vampiric
powers for that of a Changeling. All Disciples execpt Mytherceria
are lost when the Kiasyd travels in any Dreaming beyound the
Near. The upside to this is that the Kiasyd may learn changeling
Arts, that will work in the Dreaming in the absence of their
Vampiric disciplines. Two Arts may be learned, and three Realms,
but these must be taught to the Kiasyd by a changeling, as the
powers are not inherant.
System: As per Changeling the Dreaming. Instead of Galmor, the Kiasyd uses his own blood. The catch is that the Kiasyd may only use Fae blood points in their system to activate these powers, as mortal blood does not carry the Glamor or power needed to access a Kiasyd's changeling heritage.