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Post by Tami on Jan 16, 2007 16:27:43 GMT -5
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 in an unnatural color, while other’s 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 liar’s 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.
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Post by Tami on Jan 16, 2007 16:28:34 GMT -5
•• Fae Sight
Attuned to the blood of the Wild Ones, Kiasyd have some propensity for seeing the true nature of the Changelings. Kiasyd can identify them on sight, and they can even see through to the Wyld 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).
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Post by Tami on Jan 16, 2007 16:30:11 GMT -5
••• Aura Absorption
This power works much like the Auspex power of The Spirit’s 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 his mind. This leaves him 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 Storyteller’s 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 person’s 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 Spirit’s Touch on the same object subsequently must accumulate more successes than the Kiasyd did to get any impression at all. The first Kiasyd’s successes subtract from the number of successes scored by anyone subsequently trying to read the object thereafter.
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Post by Tami on Jan 16, 2007 16:31:02 GMT -5
•••• Changeling 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 disfavor.
System: The vampire creating the ward inscribes the symbol in a visible location -- 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
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Post by Tami on Jan 16, 2007 16:31:53 GMT -5
••••• 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. 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 victim’s Willpower). After a successful roll, the victim can do nothing but sit and ponder the Riddle until she accumulates three times the riddler’s successes. The subject rolls Wits + Occult (difficulty 8, plus or minus the number of derangements the victim has, at the Storyteller’s 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.
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Post by Tami on Jan 16, 2007 16:34:16 GMT -5
••••• • 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 in a 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, he often records them in a more permanent form such as a scroll or book, before they escape his 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
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Post by Tami on Jan 16, 2007 16:35:28 GMT -5
••••• •• Absorb the Mind
The Kiasyd absorbs the Abilities from his victim’s mind, and is able to call on them immediately, even though he 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 his 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 he already has in a given Ability, these points do not serve to raise his 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, he 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
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Post by Tami on Jan 16, 2007 16:36:21 GMT -5
••••• ••• 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 a 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 his Disciplines. Likewise, the character may not use blood points for any vampiric benefits while mortal.
1 Success 10 minutes 2 Successes One hour 3 Successes Four hours 4 Successes 12 hours 5 Successes 24 hours
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