Mytherceria



  The reclusive Kiasyd care little for the affairs of other Kindred, so reliable knowledge of their bastardized faerie powers is difficult to come by. Those few Sabbat who have dealt with Kiasyd characterize their Discipline, Mytherceria, as a path of twisted perceptions - whether those perceptions be of the Kiasyd or other unfortunate victims. In some ways, Mytherceria is similar to Auspex for its ability to reveal insights about the world; in others, it resembles Dementation in its ability to bring the sturdiest mind crashing down in madness. Few, if any, Kiasyd are willing to teach this Discipline to outsiders. They value the power that it gives them and fear that, were their abilities too well-known, the Sabbat's regard for their might could turn to mindless hunger.  Mytherceria users retest with the Awareness Ability. At the Storyteller's discretion, the specialized Ability Faerie Lore may augment or replace Awareness for this purpose.

                                     basic Mytherceria

Folderol

 The first shroud of reality through which you see is that of untruth. This power's precise manifestation varies with each practitioner. You may weep or sweat blood, see the liar's tongue assume unnatural shapes or colors, or experience a crawling sensation on your hands or neck. Regardless of the trappings, the result is the same: You know a lie when you hear one.  When someone makes a statement that you want to assess, make a Static Mental Challenge with a difficulty of the subject's number of Social Traits, plus one for every Subterfuge Ability Trait he has. Success indicates that you know with absolute certainty whether or not the statement was true. You must be able to hear the statement as it is spoken (or read the speaker's lips if you are deaf), and you must make this challenge for each statement that you want to analyze.


  Fae Sight

 Your ability to view multiple levels of reality at once has advanced to the point that you can perceive all things fae as they truly are. With a small amount of effort, you can also scrutinize an area to determine if faerie magic was recently used there or if faerie beings were present.  The first part of this power is always in effect. No challenge is needed. You instantly recognize all fae beings as such. If you are viewing a faerie in a mortal body, you see the individual's true form with a ghostly superimposed silhouette of its "human" appearance.  To determine if an area held fae creatures or was subjected to fae magic within the past three nights, concentrate for a turn and expend a Mental Trait.  Traces of faerie presence appear to you as faintly glowing footprints, runes or scorch marks. Interpretation of these signs may require one or more Static Mental Challenges, as determined by the Storyteller, but you can always tell whether or not the signs are actually there.


                              intermediate Mytherceria

Aura Absorption

  This power is virtually identical to the first Intermediate Auspex power, Spirit's Touch, and the same rules should be applied (Laws of the Night, p. 138). However, when you examine an object with Aura Absorption, you devour the psychic traces on it. Anyone who attempts to examine the same object with The Spirit's Touch or Aura Absorption after you have finished with it just win a Static Mental Challenge against your permanent Mental Traits in order to glean any impressions.

  Chanjelin Ward

 You may create arcane glyphs that reveal your own altered perceptions to others. However, most individuals don't handle seeing reality the way you see it. While not directly threatening, these wards are sufficiently distracting that most characters who see them become disoriented, which may lead to other unpleasant complications. These wards may guard a single object, affect an individual who wears the clothing on which they are inscribed or fill an entire room with their effects.  To inscribe a Chanjelin Ward, spend one turn tracing the ward on the target object with your fingertip (if warding an entire room, spend 10 minutes tracing the ward on the floor) and make a Static Mental Challenge with a difficulty of seven traits. Success means that anyone touching the object or entering the room is down two Traits on all Mental Challenges for as long as she is in contact with the item or in the room. Additionally, she must win a Static Mental Challenge against a difficulty of nine Traits or become lost until someone leads her to familiar surroundings.  If the object you are warding is currently worn by another individual, make a Mental Challenge against her instead. Success inflicts the above effects on her, but no one else is affected by the wards unless they don the afflicted item.  A Chanjelin Ward lasts for one night. You may extend this at the time of creation by spending one Blood Trait per extra night. A victim is only affected by one Chanjelin Ward at a time. Any character who has Chanjelin Ward is immune to all Chanjelin Wards.


advanced Mytherceria

Riddle Phantastique

 Your study of "reality" has now progressed to the point that you have an innate knowledge of the underpinnings of the universe - though, to anyone who does not share your altered perceptions, this knowledge is closer to madness. You may share your unique insights with any one subject who can hear you ask your penetrating philosophical questions (and, of course, understand the language in which you are speaking). The Riddle Phantastique is so arcane that it can drive its victims to madness, even self-inflicted injury, until they solve it. Insanity is neither a sure solution nor a certain doom where the Riddle Phantastique is concerned. Some deranged minds are capable of unraveling it with ease while others are driven even farther into incoherence.  To inflict the Riddle Phantastique, speak to your victim and make a challenge that pits your Social Traits against her Mental Traits. If you win, the subject falls into a trance state as the complexities of your twisted logic ensnare her mind. She may take no actions while so entranced as all her concentration is devoted to solving the riddle.  Once per half-hour, the victim makes a Static Mental Challenge against a difficulty of your Mental Traits (retest with Occult, and she gains a number of free Occult Ability Traits, usable only for these retests, equal to the number of Dementation powers she has). Once she wins three such tests, she solves the riddle and breaks the trance. Every time she fails a retest, she tears at herself in spasms of raging frustration, inflicting one level of lethal damage upon herself. At any time, you may tell her the answer to the Riddle Phantastique and end the trance. The same individual may be the target of Riddle Phantastique on multiple occasions as you have a virtually limitless supply of questions. For roleplaying purposes, you may want to have a supply of Zen riddles or advanced calculus problems on hand so that you can actually issue your enigma as an in-character statement.







 DISCIPLINES