Post by Hematite on Jul 4, 2014 13:18:18 GMT
Mytherceria
Even among the Sabbat, this discipline is not widespread. The Kiasyd have ever been an anomaly in the Sabbat, and tend to teach their art to many. Furthermore, the Inquisition never quite made their mind up about the Kiasyd and their strange powers. While no action has been taken, they were never officially cleared of Infernal influence either. On top of that, the Lasombra have made a rather grand display of ignoring the Kiasyd, pretending as much as possible that they don’t exist. Anyone with too visible dealings with Kiasyd are likely to earn some degree of subtle scorn from most Lasombra. All of these factors have greatly limited the spread of Mytherceria, despite its usefulness.
Mytherceria 1: Folderol [V20 455]
This power has no cost, and is used after a statement to check to see if it was a lie. The Kiasyd’s player must deliberately check a statement for a lie. He gets no passive ability to detect lies when not actively looking.
This power only detects deliberate lies, not mistakes. However, a lie for the purposes of this power is any deliberate falsehood AND any deliberate attempt to deceive the Kiasyd with words, even if it is a lie of omission or using misleading language.
The effect of this power is specific to every user of the power, but is also consistent in effect for that individual as well. In other words, a lie triggers the same strange effect each time they hear one, but that effect is unique to the user of the power. These effects can be either personal to the Kiasyd himself, such as a shiver down the spine, or the mouth running dry, or can be visible to others, such as the liar's tongue glowing green, or the Kiasyd's eyes glowing with light for a brief moment. The Kiasyd’s player chooses the effect when he first learns this power and cannot later alter the choice.
Mytherceria 2: Fae Sight [V20 455]
This power is always on for the purposes of seeing Faeries as they truly are.
Once a character has this power, they may attempt a downtime Investigation to locate Faeries within the city if they choose to.
The Kiasyd may attempt a Perception + Awareness roll at difficulty 6 to detect the presence of non-undead magic. 1 success lets him know some power was used but not what, 2 successes gives a vague idea of the kind, and 3 or more means he knows the precise purpose of the power in use, similar to the Thaumaturgical Sight ability. Auspex does not aid this roll.
This power can also be used to detect magic from any non-undead source, (not vampires, not ghosts, etc) but can also detect the magics of mortal mages and werewolves in the same manner as above.
Mytherceria 2: Darkling Trickery [SHttS 40]
This power may be purchased as an alternate level 2 effect. Kiasyd may purchase both versions if they wish, by paying the normal experience cost.
The effects that this power produces can be widespread in nature but are always relatively minor in effect. No effect of this power may cause damage significant enough to wound people directly, such as stabbing them with a flying knife, but may indirectly, such as igniting a flammable liquid, starting a larger fire. As a general rule, it should not be significantly more powerful than a given Thaumaturgical path power at level 1 or 2.
The effects that this power produces, while not damaging, can be quite embarrassing, such as changing the color of someone's skin, making their hair fall out as in the example, or causing a generally harmless but ungraceful slip.
Effects that target people in a cosmetic way last hours equal to the successes scored.
Effects that target the general environment can be, once again, almost anything, such as withering plants in a large radius, slamming every door and window in the room at once, or cleaning the floor to a perfect, sparkling finish. If there is a continuous effect, such as the doors slamming open and closed repeatedly, it lasts for minutes equal to successes, but still doesn't produce effects that deal actual damage to characters, though it may annoy or impede progress.
Since this ability is so open ended, the storyteller remains ultimate authority over what is and isn't possible with this power.
Mytherceria 3: Aura Absorption [V20 455]
The difficulty for this test is determined identically to the difficulty of The Spirit's Touch. Auspex does not benefit this roll for the purposes of difficulty reduction.
This power gives more information than The Spirit's Touch does, and is superior in that regard through the violent nature of its use. Each success gives one clear image of the scene in question AND one piece of personal information of the person who left the impression. The piece of identity is chosen by the Storyteller, though each success gives a new piece of information.
After this power has been used, the successes on Aura Absorption are treated like barrier successes for any use of Aura Absorption or The Spirit's Touch on that object to acquire the same information, though the item can accumulate more impressions over time, eventually.
The Kiasyd's own handling of the item in question to use this power does not leave any impression on the item after the power is used.
As an alternate use of this power, the Kiasyd may spend a point of Willpower to activate the power's absorption power for the scene, and no record of anything that happens in the Kiasyd's vicinity will be detectable by powers such as Spirit's Touch (though powers such as Wooden Tongues or Eyes of the Sea still work as normal, since they are not based on Psychic residue). This is the equivalent of using it on everything that the character encounters non stop and ignoring the information it gives.
Mytherceria 3: Goblinism [SHttS 40]
This power may be purchased as an alternate level 3 effect. Kiasyd may purchase both versions if they wish, by paying the normal experience cost.
For each success, the Kiasyd may reshape about a ton of earth or stone, which translates to a small room's worth of space.
The Kiasyd may also collapse or close tunnels that he created at will, as long as he is within a mile or so by rolling Strength + Occult, (difficulty 4+1 for every 1000 feet from the tunnel the Kiasyd is, to a maximum of difficulty 10). The tunnel closes at once, and if there are living creatures caught within, it takes a Feat of Strength equal to 5 + the successes scored to free oneself from the rubble and advance about 10 yards, and it may require many such Feats to fully get free. Mortals and other living creatures suffocate within a few minutes if they cannot escape.
This power does not actually summon Goblins as described in the Changeling the Dreaming supplement The Shadow Court. This power is enacted purely through the Kiasyd’s own power, though it does carry a cosmetic effect of little goblin imps appearing and digging out a tunnel.
Mytherceria 4: Chanjelin Ward [V20 455]
The difficulty of the roll is 7 for all inanimate objects or Current Willpower + 2 if inscribed directly on a person (clothes count as the person for this purpose).
In order to create these wards, the symbols must be physically written or marked in some manner. This can be almost anything, from a temporary finger trace of blood to a permanently etched carving. The same glyph can be "Recharged" with another application of this power if the Kiasyd desires.
"Proximity" to the ward is defined as in the same room, or hallway, anywhere a subject *could* see the glyph clearly, if they were looking in the right place, though the subject must actually see and identify the symbol at least once to be affected by it.
The roll to escape the glyph is Wits + Investigation. Investigation is a knowledge, and cannot be rolled untrained, so it is possible to trap those without the Ability indefinitely. If the roll to escape is made but not successful, the subject may try again once per minute, at +1 difficulty for each additional attempt.
More than one glyph can be used at a time, or in a single place, though a subject can only be "confused" once over. However, if the subject breaks free from the power, they may be caught by the next symbol they see, including the same one that caught them the first time.
Mytherceria 5: Riddle Phantastique [V20 456]
The roll for this power's difficulty is based on the subject's Current Willpower, similar to Dominate.
Despite being a vocal effect, this power can only be used on one target at a time, though others may still hear the words.
The subject of this ability needs to accumulate triple the successes as the Kiasyd did on the activation roll, with one roll made per hour. Without the Occult ability, the subject may not attempt to roll, as per normal, and is held until the Kiasyd tells them the answer or they starve into torpor.
If attacked during this time, the victim may defend themselves normally, including taking actions to Dodge or Block, but may take no other actions, including retaliation, even if they take damage.
Mytherceria 6: Steal the Mind [V20 456]
During the duration of this power, the victim loses all dots in all Knowledges as well as all Lore specialties. He maintains all Skills and Talents. The Kiasyd has access to all of these Knowledges and Lore specialties during this time. The dots overlap the Kiasyd’s own but do not stack.
During the duration of this power, the victim loses all memories and sense of self. He is still conscious but it is as though he is an empty shell. He can still perform wrote actions, but has no will or motivation to do anything unless it is immediately in front of him. He is not particularly pliable either however. He acts as a complete (short and long term) amnesia sufferer. He will not eat or drink unless food is presented to him, simply allowing himself to starve.
If the victim is attacked or put in any kind of directly dangerous situation during this effect, the power immediately ends and his wits and memories return instantly. This only takes effect if the victim is aware of the danger.
If the victim dies (though not by violence or any other sort of direct danger that would trigger the return of his memories) the Kiasyd keeps the stolen memories and all acquired Knowledge dots and specialties without the need to pay experience points for them.
Any defences to Telepathy also apply to this power.
Mytherceria 6: Stone Travel [SHttS 41]
This power forms a tunnel only large enough for a single person to pass through.
This power can only work in natural earth and stone.
The speed at which the Kiasyd can tunnel cannot exceed the speed at which he can run, regardless of successes on this power. Running speed in miles per hour can be extrapolated using the following formula: (20 + 3x Dexterity including Celerity) x 3600 / 5280.
Collapsing a tunnel is a mental action. The Kiasyd may only collapse a part of a tunnel that he can see. If the Kiasyd does not wish to leave a tunnel behind him, he may collapse the tunnel behind him as he goes by halving his tunneling speed.
The tunnels left behind have no structural stability and are quite prone to collapse. Each day after the tunnel is formed, the Storyteller should make a WoD check. Unless the Kiasyd tests up, the entire tunnel should collapse, possibly causing structures above it to take some damage depending on where the tunnel was.