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Mytherceria

Level One
Fae Sight
The Kiasyd is a creature born of two worlds, and this allows her to single out those who share a
heritage akin to hers. She can also recognize magic that is grounded in life, though not magic
born of death. This ability works di erently for every Kiasyd; to some, changelings might smell
like apples, whilst to another magic appears like reworks.

Dice Pools: Varies



Cost: Free

System: The Weirdling is able to see faeries and other foe-touched mortals for what they are.
They can detect magic that does not stem from ghosts or the undead, including mages,
lupines, and other such sources. 

Duration: Passive


Folderol
The Kiasyd’s existence itself is a lie, making her hyper-aware to lies told by others. Whenever
someone deliberately tells a lie, the Kiasyd’s body reacts to it in a unique way; one might
experience bleeding from the eyes or ears when she hears a lie, whilst another Weirdling’s eyes
glow.
Dice Pools: None

Cost: Free

System: The Kiyasid knows when a target is deliberately lying. They must activate this power,
even at the least one turn before. The reactions are quite visible, and cannot be concealed.

Duration: One scene unless deactivated.

Level Two
Aura Absorption
Many legends tell of fae feeding on emotions. Subconsciously tapping into her fae-
touched heritage, the Kiasyd can absorb emotions and impressions off objects and
places, allowing her to relive them while she ingests them. She touches the object, and
removes its identity.
Dice Pools: Intelligence + Mytherceria

Cost: One Rouse Check

System: Make an Intelligence + Mytherceria roll versus a Di culty depending on the


information sought (see Spirit’s Touch). Each success over the margin increases the di culty
for subsequent attempts to use either Aura Absorption or Spirit’s Touch. (If the player also has
Spirit’s Touch they may also gain additional information per that power.)

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Level Three
Changeling Ward
Externalizing her emotional confusion, the Kiasyd creates a ward that disorients and befuddles
anyone who sees it. She can inscribe such a ward on an object, a location, or a person. Kiasyd
can be very clever using this power; one story tells of a Weirdling that drew a ward on an
enemy’s shirt as dawn approached, then watched as the unfortunate vampire burned in the
sun, unable to remember which way to run.
Dice Pools: Intelligence + Mythercia

Cost: One Rouse Check

System: The vampire inscribes a ward symbol a visible location. Each character that enters the
room or is in the room must roll Wits + Resolve vs Intelligence + Mythercia. This power can
also be resisted with Unswayable Mind. Any character becomes Mentaly Impaired (-2 dice to
Mental rolls) and becomes disoriented.

Duration: One Scene.

Rhapsody
Legends of nightmarish fae stealing their victim’s emotions, creativity, draining them of what
makes them human, leaving behind soulless husks.
Roll: Resolve + Mythercia vs Stamina + Resolve
System: This power works only on mortals. The player rolls Resolve + Mythercia vs the victim’s
Stamina + Resolve. Success allows the player to slake one hunger. On a critical success, the
player is able to slake down to Hunger 0, but the victim becomes a soulless person unable to
feel or create ever again.

Level Four
Arcadian Ward
Kiasyd can extend the use of Changeling Ward, and be very clever using this power; one story
tells of a Weirdling that drew a ward on an enemy’s shirt as dawn approached, then watched as
the unfortunate vampire burned in the sun, unable to remember which way to run.
Requires Changeling Ward.
System: The duration of Changeling Ward now lasts one night.

Level Five
Riddle Phantastique
The Kiasyd draws on the mystery of her existence to create a riddle for her victim which will
completely consume his attention. The victim is so focused on solving the riddle himself that he
shuts out anyone trying to tell him the answer.

Dice Pools: Manipulation + Mytherceria vs Wits + Occult

Cost: One Rouse Check

System: The vampire rolls Manipulation + Mytherceria vs the subject’s Wits + Occult. The
subject is told a riddle, they are unable to do anything but sit and ponder the riddle.

Duration: One hour per margin of success, or the victim is told the answer to the riddle.

Steal the Mind


The fae are infamous for stealing people’s minds and memories. The Kiasyd have developed a
similar power. The Kiasyd may even keep these stolen memories, if she’s willing to pay the price
for them.
Dice Pools: Manipulation + Mytherceria vs Composure + Resolve

Cost: One Rouse Check

System: The player selects a target and rolls Manipulation + Mytherceria vs the target’s
Composure + Resolve, they may add Fortitude per rules of Fortify the Inner Facade. Upon
success, the player “steals” the target’s mind. The player may enter Memorium of the target
gaining access and bene ting from Advantages as the target would have done.

Duration: One Memorium.


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