Mytherceria
 
BASIC
LEVEL 1  Folderol
It becomes increasingly difficult to deceive a Cainite with this Discipline as they absorb more and more knowledge.  This power reveals lies told to them in several different ways, which vaires from vampire to vampire.  Some perceive lies via their teller's tongue glowing an unnatural color, while others' eyes well up with blood tears when lied to.  The manner varies from Kindred to Kindred, but the effect is always the same -- he knows you have lied to him.

LEVEL 2  Darkling Trickery
The Kiasy'd can cause minor magical pranks. The vampire can create numerous spontaneous effects, and while none of them should be overtly harmful, they most certainly should be annoying to the victim. It is up to the player and Storyteller to come up with the pranks' effects.

System:  Using this power requires a Manipulation + Occult roll (difficult 7). The number of successes usually determines how long the trickery lasts. This varies based on what the trick is.

Here are just a few possibilities: remove hair (the victim's hair falls out), banshee's wail (the vampire lets out a scream, deafening all nearby for an hour and causing fear in animals), blight crops (causes all plants within a 100-yard radius to wither away and die), falling stones (telekinetically causes small stones to fall), slip (causes one victim to slip on the floor unless he makes a Dexterity + Dodge roll with a difficult of 7), and foul simple machines (the vampire causes a simple machine to malfunction when the victim uses it).

Fey Sight
A vampire with this power is in tune with faeries and things faerie. The vampire can see faerie regions (areas which are part of this world and Arcadia). They can also see through faerie glamour and see invisible faeries. The vampire can make out the faint outlines of spirits that are not on the physical plane, though this requires intense concentration.

System:  This power usually requires no special roll unless the character is trying to see a particular spirit, in which case she must roll Perception + Occult (difficult 9).

INTERMEDIATE
LEVEL 3  Goblinism
The Kiasy'd has an innate understanding of earth and stone. The Kiasyd can instantly identify metals, rock formations and stones. Underground, the vampire has an intuitive direction sense.

Through long and strenuous effort, the Kiasyd can also alter earth and stone. The vampire can use this power for many purposes, such as shaping tunnels, building supports for underground havens, and smoothing out surfaces into flat floors and walls.

System:  The knowledge and direction sense associated with this power do not require a roll, but shaping rock means the vampire must summon faerie goblins to aid him. The goblins will be inclined to help him, but not obligated. One goblin will appear per success on a Charisma + Leadership roll (difficult based on how far underground the vampire is -in a mine shaft would mean a difficult of 6, on the street would have a difficult of 8, and at the top of the Sears Tower would have a difficulty of 10, if the Storyteller permits it at all.).

Aura Absorption
This power works much like the Auspex power of The Spirit's Touch.  The Cainite must touch or pick up 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 Cainite absorbs the impressions into her mind.  This leaves her with a very clear interpretation of the aura, and wipes the object "psychically clean" so no one else coming afterwards can get an impression from the item by using this ability or Auspex.  Cainites can also use this power to mask their own possession of an object.

LEVEL 4  Chanjenin Ward (also called Faerie Wards)
The Kiasyd can protect designated areas with faerie glyphs, causing anyone who enters the area to become extremely disoriented. Kiasyd will occasionally put these glyphs on people who have offended them, causing the victim to be disoriented until the glyphs fade.

System:  The warder must roll Dexterity + Security (difficulty 7 for inanimate objects or the target's Willpower + 2). Success means the glyphs appear wherever the warder wants and can be seen with the unaided eye. Anyone entering the protected area finds all rolls involving Mental Attributes have their difficulties increased by one. They will also become lost unless they can make an Intelligence + Investigation roll (difficulty 8). The glyphs lasts for a length of time based on the number of successes rolled.

1 Success One Hour
2 Successes One Night
3 Successes One Week
4 Successes One Month
5 Successes One Year

ADVANCED
LEVEL 5  Riddle Phantastique
As soon as someone hears the Riddle Phantastique, she can 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. Malkavians and other twisted degenerates, however, seem to have an easier time figuring it out.

System:  The riddler rolls Manipulation + Faerie Lore (difficult of the victim's Willpower). After a successful roll, the victim can do nothing but sit and ponder the riddle until she accumulates five times the riddler's successes. She rolls Wits + Faerie Lore (difficult 10 minus the number of Derangements the victim has). She makes this roll as soon as she is told the riddle and then once per hour until she has gathered enough successes.

Every time the victim has more botches than successes, she takes one level of damage and loses that number of successes 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.

LEVEL 6  Stone Travel
The Kiasyd can travel into the earth by creating a small tunnel. The tunnels can be used by others, but they will not be very safe and they collapse easily. The vampire is able to travel underground with almost no chance of being captured.

System:  Tunneling requires physical contact with the ground as well as a Strength + Athletics roll (difficulty 6). The number of successes translates into the miles per hour at which the traveler can move. Also, the tunneler can cave in any part of the tunnel.

Steal the Mind
This power is a further extension of the Cainite's mystical lore-gathering abilities.  In their ever-increasing quest for knowledge, Kiasyd and like minded vampires have found a way to rip memories and knowledge from sentient beings.  The Cainite's victim becomes a mindless fool for the duration of the power's effect, able to function only on a basic autonomic level (mortals continue to breathe, while vampires simply stand in stupor).  normally in this state, the victim is so confused that she wanders aimlessly, or sits and does nothing.  As soon as the vampire purloins the memories, she often rcords them in a more permanent form, such as a scroll or book, before they escape her own memory.  This power accounts for some reports of individuals being left, foolish and duped, by "The Good Folk."

LEVEL 7  Earth Sword
The Kiasyd cause huge, strong spikes to shoot out of walls, ceilings and floors. These will be made of whatever material they shoot out of and can be especially dangerous to vampires in wooden houses.

System:  The attacker rolls Wits + Melee (difficult 6) and spends a point of Willpower while the target resists with a Wits + Dodge roll (also difficult 6). If the attacker rolls more successes, the target takes three damage dice for each success, though the damage can be soaked normally. If the target rolls more successes, then he is unscathed. Five successes are required to impale a specific location, like the heart.

Absorb the Mind
The vampire absorbs the Abilities from her victim's mind, and she is able to call on them immediately, even though she might have never had knowledge of them before.  This power is invasive, actually stealing the Abilities permanently, leaving their original owners ignorant and inept.

This power can be resisted by the victim, through sheer willpower, but it is very difficult to accomplish a total resistance.  This power is subject to how much the vampire wishes to steal from them, it is after all not necessary to steal everything, and the degree of resistance managed by the target.  However, all knowledge stolen is not always a benefit.  For example if a vampire who was a medical doctor in mortal life steals the medical knowledge of an ordely, it has little, if any benefit to the vampire at all.  Nor can you take from a target a total knowledge of any subject or skill more than the target possessed. 

LEVEL 8  Basilisk's Touch
The Kiasyd can turn victims to solid stone simply by touching them. The effects are permanent, and the only way to reverse the effect is through powerful Thaumaturgy or by another touch of the Kiasyd.

System:  This power takes effect as soon as the attacker succeeds in touching the victim and spending two points of Willpower. The victim resists with at least three successes on a Willpower roll (difficulty 8).

The Grandest Trick
For an exceedingly brief time, the Cainite may call his fae blood to prominence to subdue the Curse of Caine.  The vampire possessed of this Discipline may become mortal again, discarding all of the benefits and drawbacks of being a vampire.  While (temporarily) mortal, the Cainite has no knowledge or memory of being a vampire, though he retains all other knowledge and memories.  Cainites skilled with this power sometimes use this power to pursue lore or objectives accessible only during the day (for whatever reason), though they sometimes use it to throw witch-hunters off their trail or simply for the bittersweet pleasure of seeing sunrise without fear.

This power costs eight blood points/traits and an extreme effort of willpower.  If successful, it takes affect making the vampire mortal again at the next sunrise for a duration determined by how many successes were gained on the roll.  The vampire knows, however subliminally, the duration fo 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 vampire 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 may not use blood points for any vampiric benefits while mortal, including healing, Disciplines, etc.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

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