Mytherceria

This discipline is practised by clan Khiasyd, the result of their mix of vampire and Fae blood. It grants the user many mysterious abilities, such as the ability to steal knowledge and other powers also attributed to their kin, the Fae.

Powers:

1 - Folderol:
Determine wether or not a statement was a lie. Each user has a different way of detecting a lie, perhaps by seeing the tongue of the subject glow when speaking a lie or perhaps the user bursts into tears of blood upon being told a lie. In any case, the user knows he/she has been lied to. (The user rolls Perception + Expression against a difficulty of the targets Manipulation + Subterfurge. The user uses this power to "check" one statement uttered by a subject. If he/she wants to moniter the entire conversation using this power, he/she must activate it every time the subject speaks.)

2 - Fae Sight:
The user becomes able to sense the Faefolk, including their works or humans with Fae blood in their veins. Upon purchasing this power, the user becomes able to see Faerie regions, see through Faerie glamour or even see invisible Faeries. (The user automatically sees Fae or changelings for what they truly are. This power can also be used to identify recent sites of Fae activity by rolling Perception + Occult at diff 6.)

3 - Aura Absorption:
Remove any resonance an object may have had and absorb it into your own mind, making it almost impossible for anyone else to get a reading on that item. (The user rolls Perception + Empathy at a difficulty set by the Storyteller, based on how old the impression on the object is, how much of an emotional connection the previous owner had to the object and how spiritually strong the owner was. For every success, the user sees one image from when the object was being handled and gains one bit of information from the object, such as the previous owners age, sex, nature, demeanor, etc. Anyone who uses Aura Absorption or The Spirit's Touch (see Auspex) on this item after the user must score more successes then the user in order to get a reading at all.)

4 - Chanjelin Ward:
Using this power, the user can create glyphs that confuse or desorientate people. The user can even place these on people, confusing them untill the glyph wears off. (The user rolls Intelligence + Occult at diff 7 for placing a glyph on an inanimate object or when placing it on a person, that person's permanent Willpower +2. Anyone within a warded area or touching the warded object loses 2 dices from all Intelligence dicepools untill he/she leaves the proximity of the ward. Additionally, anyone who merely looks upon the glyph becomes desorientated and lost untill he/she makes a successful Wits + Investigation roll at diff 8. The user is always immune to his/her own wards.

Success Duration chart:
1 Success: The ward lasts one hour
2 Successes: The ward lasts a night
3 Successes: The ward lasts a week
4 Successes: The ward lasts a month
5 Successes: The ward lasts a year

5 - Riddle Phantastique:
Speak a mystical riddle tthat captivates the victim who hears it, causing the victim to do nothing but sit and ponder it's meaning. The power of the riddle is so great, that it may even damage those with too frail a mind to comprehend it. (The user rolls Manipulation + Occult against a difficulty of a victim's Willpower. Upon having spoken the riddle, the victim will become obsessed with finding the hidden meaning behind the riddle and is able to think of nothing else but attempting to decipher its meaning. The victim will be able to react to anything life-threatening, but other then that will completely ignore anything around him/her. To decipher the riddle the victim rolls Wits + Occult at diff 8 (the Storyteller may opt to alter the difficulty if the victim has a derangement, both by increasing it or decreasing it) upon being told the riddle, and then again every hour after that. Once the victim accumilated 3 times the amount of successes the user had on the activation roll, the victim solves the riddle and the trance is broken. However, if the victim botches, the victim takes one healthlevel of Lethal damage and loses one from the total number of successes he/she had already gathered. The user may break the trance manually by telling the victim the answer to the riddle, but only the user can do so).


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