Mysteries of Mytherceria
Mysteries of Mytherceria
Similar like Tremere first learning Path of Blood most faerie-blooded vampires
first know Path of Avaricious of course vampire may start in different path
Paths define the types of magic a vampire can perform. A vampire typically
learns his primary path from his sire, though it is not unknown for some
vampires to study under many different tutors
Path of Avaricious
• Fae Sight
System: The Kiasyd sees faeries and other faetouched mortals for what they
really are, with no roll required. Additionally, the player can detect any form of
magic that does not stem from ghosts or the undead, including magic from
mages, werewolves, and other such odd sources. The character can recognize
these for what they truly are, provided he has seen similar effects before.(may
use in the same tima Shroudplay for better effect)
•• Folderol
The Kiasyd can cleave truth from lies. The exact effect varies from vampire to
vampire. Some Kiasyd experience bleeding from the eyes or ears when they
hear a lie, while some Weirdlings’ eyes glow when told a falsehood. Whatever
the effect, this power detects lies, not mistakes, meaning that a target has to
know he is lying in order for this power to work.
System: The character knows when a target is deliberately lying. No roll or
expenditure is necessary for this power to work, but the character must
deliberately activate it. Note that this power does not provide any insight into
what the truth might be, nor does it enable the vampire to tell if a target is
simply stating something false that he believes to be true.(no cost must
declare activation)
••• Aura Absorption
The Kiasyd is capable of seeing images of events and emotions past by
touching an object or an area. However, unlike the Auspex Power The Spirit’s
Touch, this power absorbs the images, making them harder for other beings
with similar powers to access. Anyone attempting to use this power, Spirit’s
Touch, or a similar ability to see what the Kiasyd has seen finds that the images
are hard to hold, slipping through his mind’s eye like minnows through a
stream.
System: The player must make a Perception + Empathy roll.
The difficulty is determined by the Stoyteller based on 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 identity (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 trying to read the object thereafter.(1 blood point
cost)
System: The vampire creating the ward inscribes the symbol in a visible
location — on a library door, bookshelf, or an individual’s clothing — and the
player rolls Intelligence + Larceny (difficulty 7 for inanimate objects, or the
subject’s current 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 with or proximity to the ward. Additionally, anyone
seeing the ward becomes addled and lost unless she succeeds on a Wits +
Investigation roll (difficulty 8). If they victim is exposed to several wards all at
once, then they will need to roll to resist each such ward individually. As soon
as they fail to resist any ward, then they are affected as if by the most potent
ward present only (even if it was one they'd already managed to resist); the
effects of multiple wards don't stack. The Kiasyd is immune to his own wards.
The glyphs last for a duration indicated by the number of successes on the
Intelligence + Larceny roll (2 Blood point cost time 3 round 18-30s)
Successes Duration
1 success One hour
2 successes One night
System: The player selects a mortal or supernatural target and rolls Perception
+ Subterfuge (difficulty equal to the target’s current 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. Subjects have no access to their Knowledges while this
power is active, but Talents and most Skills (those that work on muscle
memory) are still present. The Storyteller might need to exercise discretion as
to which Abilities are lost. Those who are victims of this power for long periods
of time may starve, though they will eat food presented to them. The number
of successes determines the duration of the effect, though the Kiasyd may
return the subject’s mind at any time before this period ends. If the victim dies
before the memories return, the Weirdling keeps them. If the Kiasyd kills the
target to keep his memory, the character may need to roll for degeneration
(see p. 309) depending on what Path they follow — Kiasyd on Humanity must
always roll. (3 Blood point cost)
Successes Duration
1 Success 10 minutes
2 Successes One hour
System: The player rolls Perception + Empathy (difficulty equal to the target’s
current Willpower). The target may resist with a Willpower roll (difficulty equal
to the Kiasyd’s current Willpower). The difference between the two
determines the effect. If the target gets more successes, he resists completely
and the Kiasyd may never use Absorb the Mind on this target again. The
Kiasyd, if successful, may select a combination of Abilities to her satisfaction.
Taking some of a victim’s Ability dots may leave a remainder — 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 of
2. If a Kiasyd takes fewer dots than she already has in a given Ability, these
points do not serve to raise her own rating. (In the previous example, the
Kiasyd would not increase his Occult rating if he already had a rating of one or
more, as he took only one dot.) If the Kiasyd fails in an attempt to use this
power on a target, no subsequent attempt can be made on that target for a
year and a day. In all cases, the maximum to which the Kiasyd can raise an
Ability is the level the target has in that Ability, so if a victim has only one dot in
Law and the Kiasyd gets 2 successes, she can’t gain 2 dots in Law. Generational
restrictions do apply: a Sixth-Generation Kiasyd can have a maximum of seven
dots in an Ability, for example. 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. (4 Blood point cost)
Successes Effect
1 Success 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
Successes Duration
1 success 10 minutes
2 successes One hour
3 successes Four hours
4 successes 12 hours
5 successes 24 hours
Path of Foul
• Shroudplay
The Kiasyd can pierce the Shroud,the mystical barrier separating the living
world
from the Underworld. By using this power, the vampire can spot ghostly
buildings and objects, the landscape of the so-called Shadowlands; and even
wraiths themselves. However, an observant wraith will likely notice when a
vampire suddenly starts staring at her, which can lead to interesting
interactions, not all of them pleasant for the vampire. Shroudplay also allows
the user to speak with wraiths effortlessly but wraith must know launguage
witch Kiasyd speak. Once Shroudplay is employed,the vampire can carry on a
conversation with the ghostly denizens of the Underworld without spending
Blood or causing the wraiths to expend any effort.
System: A success indicates she can see, line-out-sight, into the Shadowlands
using her normal vision. The character can only detect images from one plane
of existence (they can see Dreaming Penumbra Underworld)at a time,
although they often overlap (for more information on the Shadowlands, see
Wraith: the Oblivion). If the player chooses, she can spend a willpower point
and, for each success with her roll,treat her Auspex score as I higher for
countering Obfuscate, Chimerstry, and other powers that rely on Illusion,
should she have that discipline.
To use speak across the shroud requires a roll of Perception + Occult (difficulty
6) and the expenditure of a Willpower point. This effect last for scene if using
this discipline you for some time gonna smell like wyrm stronger than other
vampire.
•• Goblinism
The Kiasyd 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.).
In times immemorial, when the True Fae walked amongst the mortals, some
had the power to steal the mystical essences of kine to restore their powers.
Some Kiasyd have honed a version of this ability and developed a habit of using
this to support their research. Those who also practice Necromancy are
particularly drawn to the power.
System: Exposure to powerful group emotions ranging from grief (a funeral) to
excitement (a concert) restores the Kiasyd's Willpower pool. This power may
only be activated once a night, after the Kiasyd has submerged herself in the
environment and become familiar with the sensations and the emotional
undertones. The user rolls Perception + Empathy, each success restoring a
point of Willpower.
•••• Tinglestripe
System: The Kiasyd rolls Manipulation + Craft (difficulty 7) and spends a point
of Vitae to coat an object weighing up to 4 ounces (e.g., a piece of wood or
metal the size of a quill or hammer handle). If successful, the object is
transmuted into Darkling Jade. Multiple blood points may be spent for larger
objects if desired.
Objects must have a sharp edge or be shaped like flint if they are to be used as
weapons, or they will otherwise remain blunt tools. When properly shaped,
Darkling Jade deals aggravated damage to supernatural creatures (like
Kindred). The jade retains the properties of black jade but reverts to its original
form at dawn or after one night per success on the roll.
The size and shape of the weapon are limited only by the Kiasyd's imagination
and the amount of blood spent on the ritual some kiasyd use this discipline to
make arrows.
Those who wish to learn this power must first learn the Mytherceria power
Ravishing The Kine.In the quest for knowledge, the student becomes thirsty for
the souls of the talented. When a target is drained (or Diablerized), the user
feels an ecstatic, indescribable feeling as she consumes the mental energies of
another sentient being. The tainting of the aura in the case of diablerie has
some unique patterns, recognizable from normal diablerie to astute users of
Auspex. Since Kiasyd are hoarders and collectors of all things mental, the idea
of feeding upon the geniuses of the world can be a tempting one.
System: Upon completely draining a target, or committing Diablerie, the Kiasyd
spends a blood point and rolls Perception + Empathy, difficulty 7. 1 Success:
The Kiasyd's regains a point of spent Willpower.
2 Successes: If the target had more Willpower than the user, the Kiasyd refills
her entire Willpower pool.
3 Successes: The Kiasyd retains a piece of the victim's mind. If the target had
any talents, skills, or knowledge abilities which exceed those of the Kiasyd, one
dot of the Kiasyd's choice is added to their ability score. This extra dot lasts for
1 night.
4 Successes: As with 3 successes. This extra dot lasts for 1 week.
5+ Successes: As with 4 successes. This extra dot lasts for 1 month. Any
additional success adds another month to the duration of the new dot.
Botch: the Kiasyd loses 2 point of Willpower , and soul of the victim gonna
haunt you for week (botch is work in progress)
••••• • Slip
The Kiasyd can now actually enter another dimension like
Hedge,Dreaming,Umbra or Underworld
System: Kiasyd must pay 2 blood point and 1 willpower he cannot choose the
place to travel to, he will appear in the place that is closest to him on the other
side, if he wants to go to a specific dimension, he must use the power in the
place that is most related to that dimension
Remember in other side you are small fry
Those who wish to learn this power must first learn the Mytherceria power
Devourer Of Souls.
The Kiasyd are masters of research, and often reclusive as a result of their
massive collection of rarities. This situation can make regular feeding difficult,
especially if one has no herd to draw from. This powerful Mytherceric power
draw mystical vitae from the life surrounding their havens, including plants and
animals. The life force is drawn out in the form of breath, which appears like
mist, and is breathed in by the Kiasyd slowly over the night.
System: The user spends one Blood point and rolls Manipulation + Occult
(difficulty equal to the local Gauntlet rating). The number of successes
determines how much vitae is extracted from the environment:
1 success 1 willpower point
The discipline only works on a 50' radius. Rats, worms, and anything with blood
are drained to death. The rest of the vitae comes from the plant life. When
that is exhausted, all the plants and all the wildlife in the areas die. However,
the entire area has only so much energy, depending on amount of life
inhabiting it.
System: When Kiasyd kidnap victim they can use their shadow and own blood
with random item for construct replica of this human creating Featch
(Changeling The Lost Rulebook) this power cost 4 Blood point
Successes Duration
1 successes Fetch are mentally unstable and, after death, turn into objects of
creation.
2 successes, Fetch are unstable. Family members may notice some changes in
behavior, but they revert back after one night after death.
3 successes, Fetch appear very normal and give little reason for suspicion. They
revert back one week after death.
4 successes, Fetch are very similar to the original, perhaps with new habits.
They revert back one month after death.
5 successes, Fetch are perfect replicas of the victim and revert back at least
one year after death.
• Darkling Trickery
The Kiasyd can now call upon minor mischievous chimera to plague those who
displease him, causing minor pranks, although they are potentially dangerous.
The Kiasyd concentrates for a moment and then calls up a swarm of near
sentient spirits that swarm about the victim. Those with Fey Sight can easily
see them as a cloud tiny winged faeries.
System: Using this power requires a Manipulation + Occult roll (difficulty 7).
The number of success determines both the extent of the prank and it's
duration. Although the details vary depending upon the trick, generally one die
penalty due to distraction per success, lasting one scene per successes can be
used as a measuring stick.
Examples include causing someone's hair to fall out, a banshee's wail
(frightening all nearby, often deafening them for hours), blight crops (causing
plants to die quickly), battering someone with stones (causing pebbles to rain
upon opponents, the number of successes in bashing damage for a turn or 1
bashing per turn for a number of turns equal to successes), slipping (causing
the victim to lose their balance and fall without a successful Dexterity +
Athletics roll), and causing machines to malfunction (The more complex the
machine, the greater and longer-lived the effect. Simple mechanical devices,
like guns, are difficult to affect but electronics, such as computers, are simple
to destroy).
•• Road of Divination
Through their connection to fate, a Kiasyd can merge their blood with a
divination object (such as tarot cards, a crystal ball, or bones) to glimpse subtle
changes in fate. This power allows the Kiasyd to foresee minor shifts, such as
potential luck for the night, an unknown danger in an upcoming encounter, or
even weather conditions for the following evening.
System: Using this power requires Occult roll + Perception (difficulty 7) And 2
Blood point The number of success determines how long this object of
Divination gonna exist using object for Divination (only present and future)
reguires another roll difficult chose MG also using this item help when using
Discipline Know The Dan (when using Know the dan you can use this item to
see the past) remember that you can only see the future one month in
advance (additional successes may increase this with permission of story teller)
Successes Duration
1 success One hour
The process involves the Kiasyd mixing her own blood with that of the subject
(which can be herself) and consuming a portion of it. This mixture is then
poured into a stone bowl filled with molten wax. As long as the wax remains
molten, the Kiasyd can spy upon her subject. If wax or a bowl is unavailable,
the Kiasyd can still perform scrying, but it becomes more challenging.
System: Activating this power requires the expenditure of 2 Blood points from
the Kiasyd and 1 Blood point from the subject (which can also be herself). If
the subject is supernatural, an additional 1 Willpower point is required. Mixing
the blood and consuming it creates a minor Vinculum after several uses. The
Kiasyd then rolls Perception + Enigmas, with the difficulty determined by how
far into the past or future they wish to see. If the difficulty is raised above 10
for any reason, the scrying attempt fails.
Using an object from the Road of Divination may lower the difficulty if
permitted by the Storyteller, and then blood from the subject is not necessary
but detaile of vision depends on the object of the divination.
•••• Luck of the Devil
The Kiasyd's connection to the Dan has deepened to a point where it operates
subconsciously, subtly twisting fate and luck in his favor. Coincidences seem to
abound: bullets barely skim his skin, she miraculously dodges oncoming
vehicles, and she makes improbable shots that hit the villain's only weak spot.
This is the source of the Kiasyd's legendary luck.
System: At the beginning of each night, the Kiasyd must spend 1 Blood point
(in addition to the 1 Blood point required to rise each night; luck always comes
at a price). The player then rolls Willpower (difficulty 7). Each success allows
the Kiasyd to change one die from a botch into a failure or a failure into a
success.
The Kiasyd must activate this ability before making any roll she wishes to
modify. She can choose to activate it upon waking for the night or at any time
during the night, as long as she spends the requisite Blood point. This power
cannot be used on rolls where the player has already spent a Willpower point
or on any Mytherceria roll. The Storyteller has the final say on which rolls this
power can affect.
The Kiasyd may now switch their fates with another. By spending 5 points of
Willpower and a Path (difficulty 9) roll, the vampire may swap fates with
anyone else. If the Kiasyd is destined to die in battle, and a mortal farmer
destined to die in bed of old age, their fates are now switched. The Kiasyd will
now die in bed of old age while the farmer will be killed in battle. Only one
aspect (death, success in one venture, etc). may be switched per roll. Fate has
a way of working itself out, however, and this cannot be used to cheat death,
no matter how it may appear.
Combination Disciplines
In this documment we take combination discipline and rework some for rituals
because we have many discipline but little ritual but this is you game.
The nightmare’s four independent tentacles each deal lethal (the Kiasyd’s
Strength +1) damage through constriction, which can be resisted with an
opposed Strength roll (difficulty 6 for each tentacle). The nightmare’s mouth
deals aggravated (the Kiasyd’s Strength +2) damage after successfully grappling
the sacrifice with its tentacles. The nightmare has equal health levels and
resistances to the summoner, who can soak damage with Stamina and
Fortitude. Damage inflicted on the nightmare does not affect the summoner.
This power costs 21 exp
The Kiasyd, in their eerie mastery of fate and death, can summon the elusive
blue flames known as Will-o’-the-Wisp, or ignis fatuus. In folklore, these
ethereal lights are said to lead travelers astray in bogs, luring them to their
doom, or guiding the lost souls of the dead. The Kiasyd’s connection to both
the spirit world and the threads of destiny allows them to harness these
mystical flames, using them to haunt their enemies, guide the dead, or even
weaponize the eerie fire against physical and spiritual foes.
System: Using Will of the Wisps requires 3 blood points and a Willpower
point. The Kiasyd rolls Perception + Occult (Difficulty 7). Each success allows
the Kiasyd to conjure one spectral blue flame that can be used for various
effects:
1 Success: The wisp flickers and is fragile, lasting only a few minutes.
2 Successes: The wisp is stable and lasts for one hour.
3+ Successes: The wisp is potent, lasting for the entire scene or until the Kiasyd
dismisses it.
Once conjured, the Kiasyd can command the Will-o’-the-Wisps to perform one
of the following abilities. Each ability can only be used once per wisp.
Haunting Flame
The Kiasyd can leave a wisp behind to haunt a location, creating an aura of
dread and fear for those who encounter it. The flame lingers like a ghostly
presence, instilling terror into mortals or vampires.
Soulfire Weapon
The Kiasyd can charge a weapon with the wisp's necrotic fire, turning it into a
powerful, soul-burning weapon.
The wisps can act as beacons for spirits, guiding lost souls back to the Kiasyd or
luring spiritual entities for communion. These flames are attractive to the
restless dead and can even serve as bait for controlling spirits.
Kiasyd Culture
The Kiasyd are one of the most enigmatic bloodlines of vampires in the World.
Their culture revolves around a few key aspects: characterized by a strong
emphasis on acquiring and protecting knowledge, particularly in the areas of
alchemy, fae study, and Mytherceria. As descendants of the Lasombra, the
Kiasyd are reclusive, preferring solitary lives and avoiding interactions with
other clans unless absolutely necessary. At the same time, their love for
Victorian elegance means they place great importance on aesthetics and
refinement, which is reflected in both their lifestyle and the arrangement of
their symposium and cocktail clubs.
Protection of Knowledge:
The Kiasyd are also masters of alchemy, particularly that related to blood. They
experiment with different types of blood, creating powerful potions that are
often both exquisite drinks and supernatural elixirs. Their fascination with
blood is twofold, on the one hand, they seek the power and possibilities that
blood can offer them, and on the other hand, they savor its taste, leading to the
development of a unique art of mixology.
The Kiasyd are natural loners who spend decades, sometimes centuries,
studying their obsessions in isolation. Only a few Kiasyd engage in social
interactions, and meetings with other clan members are rare. This is why
cocktail clubs and symposiums are exceptional places where the Kiasyd break
from their natural tendencies toward isolation, gathering to exchange
knowledge and experiences.
Raising a Childe:
Raising a new member of the Kiasyd clan is a process that often takes up to 50
years. The young Kiasyd, known as a neonate, is carefully educated by their
mentor in the fields of alchemy, Mytherceria, and other clan secrets. The
mentor controls every aspect of the neonate's life, teaching them not only the
art of survival as a vampire but also the clan's culture and intricate traditions.
Only after completing this lengthy process is the neonate recognized as a full-
fledged member of the clan and capable of independently exploring the secrets
the Kiasyd so diligently guard. After completing education, most neonates leave
their sire’s city to begin their own research. Strasbourg, the clan’s main
headquarters, is one of the few places where Kiasyd may remain to continue
exploring mysteries in the company of their kin.
The Kiasyd Symposiums are divided into two main types: Great Symposiums
and Lesser Symposiums. Invitations are sent at least a year before the
meeting. While the symposiums are not exclusive to the Kiasyd, invitations for
kindred outside the clan are very rare.
Great Symposiums:
Great Symposiums are the most important events on the Kiasyd calendar. The
first of these took place in 1666 in Strasbourg, with the goal of uniting the
Kiasyd in their pursuit of knowledge and magic. These gatherings occur
infrequently, typically once every 50 years, but can have longer gaps, even up to
100 or 200 years, depending on the need for such a meeting. Great Symposiums
draw Kiasyd from all over the world and are opportunities to exchange the
most advanced and secretive research in alchemy, Mytherceria, and other
fields. They are also places where the Kiasyd can break their natural isolation,
sharing their discoveries with other members of the clan. Great Symposiums
often have a historical character, and their decisions and outcomes can have
long-lasting effects on the entire clan.
Lesser Symposiums:
Lesser Symposiums are more local gatherings that take place regularly, most
often every 50 years, in different regions. These meetings are less formal and
have a more intimate character, but they still play an important role in Kiasyd
culture. Lesser Symposiums serve as a platform for discussing ongoing
research, exchanging knowledge, and addressing issues that Kiasyd in a
particular region may face. They are also places where Kiasyd can test new
theories and experiments before presenting them on a larger scale at Great
Symposiums.
Kiasyd cocktail clubs are unique venues that blend the elegance of Victorian
aesthetics with profound alchemical knowledge and a passion for refined
tastes. These clubs began to emerge during the Victorian era and quickly
became gathering places for the elite members of this bloodline and important
guests.
These clubs combine Victorian style with deep alchemical expertise, creating
spaces where the Kiasyd can not only enjoy blood but also refine their skills in
mixology.
Atmosphere and Appearance:
Modern Kiasyd cocktail clubs are often found in secluded, high-end locations
within major cities, such as repurposed underground speakeasies, exclusive
penthouses, or hidden chambers beneath historical buildings. Despite their
urban settings, these clubs are carefully shielded from the public eye, accessible
only to those who know the exact location or are invited by a trusted member.
At the heart of these clubs are alchemical bars, where Kiasyd mixology masters
craft unique blood cocktails, blending ancient recipes with modern techniques.
The art of mixology continues to evolve within these establishments, merging
contemporary ingredients and methods with traditional alchemical practices.
Signature drinks, such as London Fog and Queen Victoria’s Elixir, are not only
exquisite beverages but also potent potions with supernatural properties.
Mixology in these clubs is regarded as an art form, with drinks often resulting
from extensive alchemical experimentation or the meticulous blending of
various vitae flavors.
Despite their solitary nature, Kiasyd cocktail clubs and symposiums offer rare
opportunities for the clan to socialize and break away from their isolation.
These gatherings allow members to exchange knowledge, test new alchemical
theories, and enjoy the unique blood mixtures that arise from their
experiments. It is here that the Kiasyd can enjoy the company of like-minded
individuals, sharing their discoveries and experiences in an atmosphere of
elegance and mystery.
These gatherings are of the highest caliber, where only the most esteemed
individuals are granted access. Honored guests of the clan or companions of
the Kiasyd, eager to explore more refined tastes, may be invited, but for those
outside the clan, attendance is by personal invitation only, typically extended by
a club member. Such invitations are rare and highly coveted, reflecting the
exclusive nature of these sophisticated gatherings.
However, acquiring esoteric knowledge is not a passive pursuit, and this can
occasionally force the Kiasyd out of their reclusive tendencies. The most
precious secrets are hidden in the farthest, most dangerous corners of the
world. Many Kiasyd find themselves embarking on dangerous quests to
uncover ancient tomes, lost relics, or forgotten occult mysteries. These
endeavors can thrust them into situations where they must rely on both their
wits and their Mytherceria-fueled powers.
This pursuit of hidden knowledge may sometimes lead Kiasyd into dark and
mysterious adventures, breaking the stereotype of the clan as mere
"bookworms." In truth, they often delve into haunted ruins, strike pacts with
elusive fae, or venture into forbidden realms like the Underworld to retrieve lost
arcane lore. These quests can create compelling stories, where the Kiasyd
explore not only the world beyond their libraries but also their own potential
and boundaries. Think of a Kiasyd in these moments as a dark, intellectual
Indiana Jones, seeking out knowledge to wield or protect it from others.
These adventures often lead to unexpected alliances, as even the Kiasyd must
occasionally rely on others, including trusted outsiders, to navigate the dangers
that accompany the pursuit of forbidden knowledge.
Path of Enlightenment
Philosophy: The Path of the Shadowed Lore is centered around the pursuit
and protection of hidden knowledge, particularly that which pertains to the fae,
dark magic, and the arcane mysteries of the world. Kiasyd who follow this path
believe that true power and enlightenment come from understanding these
secrets and using them wisely. They also believe that such knowledge must be
guarded from the unworthy, but they allow the exchange of secrets if the other
party offers equally valuable and rare knowledge in return.
Virtue: Knowledge
Hierarchy of Sins:
Philosophy: The Path of the Blood Alchemist revolves around the belief that
blood is the ultimate source of power, knowledge, and enlightenment. Kiasyd
following this path see the consumption, manipulation, and transformation of
blood into various alchemical forms, as well as the enhancement of its flavor, as
a sacred practice. They strive to perfect their alchemical and mixological skills,
believing that through the creation of potent blood-based concoctions, they can
unlock the deepest mysteries of existence, improve the taste of blood, and
elevate themselves beyond the limitations of their vampiric nature.
Virtue: Temperance
1. Blood is Sacred: Every drop of blood holds potential and power. It must not
be wasted but rather transformed into something greater.
2. Alchemy and Mixology are Arts: The process of transforming blood is not
merely scientific—it is an art. Approach each creation, whether for power or
flavor, with care, precision, and reverence.
3. Knowledge through Experimentation: Experimenting with different blood
types and alchemical and mixological formulas is essential. True understanding
comes from practice and innovation.
4. Protect the Secrets: The knowledge of blood alchemy and the art of
mixology are not for everyone. Guard them carefully, sharing only with those
who have proven themselves worthy.
5. Strive for Perfection: Each concoction or drink should be a step towards
mastering the art of blood alchemy and mixology. Never settle for mediocrity.
6. Balance is Key: Temperance in all things is essential. Overindulgence, even
in the pursuit of knowledge or flavor, can lead to ruin.
Hierarchy of Sins:
Philosophy:The Path of the Scholar revolves around the idea that knowledge,
especially in the fields of necromancy, thaumaturgy, or other arcane disciplines,
is the ultimate source of power and must be protected at all costs. Scholars of
this path are ravenous seekers of knowledge but also zealous in guarding it
from the unworthy. They view their studies as sacred, believing that through
the mastery of these arts, they can unlock the deepest mysteries of life, death,
and existence.
Virtue: Knowledge
2 Guard the Secrets of the Arcane: Never share occult knowledge with those
who are not worthy or capable of understanding its true power. Knowledge
should only be shared if the other party offers equally valuable information.
3 Protect the Traditions: The rituals, texts, and practices of necromancy or
thaumaturgy are sacred. These must be preserved and passed down to those
who prove their worth.
4 Never Cease Learning: Knowledge is infinite, and the journey to
enlightenment through necromancy and thaumaturgy never ends. Constant
study and improvement are essential.
5 Power through Magic: The ultimate source of strength and enlightenment
lies in the mastery of arcane disciplines. Magic should be practiced with
discipline and precision.
6 Preserve the Balance: Use magic responsibly. Understanding that there are
consequences for reckless use of necromantic or thaumaturgical powers is
crucial.
Hierarchy of Sins:
Rituals
Rituals and alchemy don’t cost exp you learn in game when create character
you may choose one level one ritual and alchemy recipe for free
Kiasyd using his vitae and connection to Fey for summoning Moon Moth from
the Hedge There are beatiful and look like symbol of clan Kiasyd when summon
Kiasyd may use this moth for looking of magic trace because the are attractet to
it They glow when find source of magic or when they are in full moon
System: To active luna tinea the caster must drop some blood in the ground in
natural enviorment The user make Charisma + Ocult rool with the difficult
Difficulty 10 City ground with little plant around if story teller agred
(I plan change this difficulty, but dont have any idea for this moment if
you want change it yourself for you play)
Unseelie Fog
Target Number of Successes: Varies Whether for safety or for offense, fog has
long been a tool for both warriors and the stealthy. It works as well to hide a
siege party as it does to conceal a Haven. This fog is not of this world, as it is
summoned directed from the Dark Kingdom of Zeernebooch, from where the
powers of Mytherceria are drawn. Any creature who can sense the presence of
the Wyrm, will know something is amiss with this thick mist.
System: To active Wyrm Fog, the caster mixes 1 Blood point with fresh water
and pours it on the ground, which must be exposed earth or stone. The user
makes a Charisma + Occult roll, with the difficulty determined by the climate:
Coastal/Ocean Difficulty 5
Jungle Difficulty 7
Mountains Difficulty 8
Desert Difficulty 9
Alpine deserts Difficulty 10
it touches the ground. The area covered by the fog depends on the number of
successes rolled:
MECHANICAL GREMLIN
Known since antiquity to Kindred and mages, gremlins are malevolent wildling
spirits. Gremlins are nefarious little banes of the mechanical, familiars who hate
technology and all things Weaver (see Werewolf: the Apocalypse for more
information on Wyldlings and Weaver spirits). This ritual summons a single
gremlin who will destroy, deconstruct, or otherwise foul up a specific
mechanical device by disrupting the Weaver spirits within the device that
permits its function.
Gremlins are thought to have taught this ritual to the Kiasyd during the
Victorian Era. Those same gremlins are closely aligned with Garou born under
the Ragabash auspice, especially those of the Red Talons tribe. At least one
Garou-Kiasyd alliance has been broken by gremlin interference.
System: The character spends a Blood point and says the word for "gremlin"
(or other trickster spirit) in her tongue three times. She then rolls Manipulation
+ Intimidation; where the difficulty is determined by the complexity of the item.
If the caster has no knowledge of the device she intends. to foul (such as an
elder attempting to disrupt a server farm), the difficulty is raised by 2.
Object Difficulty
Bicycle 6
Computer 7
Automobile 8
Nuclear Reactor 10
The more successes the Kindred obtains, the more the device is damaged. Five
successes disable the device permanently (the Weaver spirit has fled). Good
roleplaying might certainly warrant one to three additional dice added to the
pool, at the discretion of the Storyteller. The extent of the disruption is
determined by the number of successes:
Object Successes
Bicycle 5
Computer 10
Automobile 20
Nuclear Reactor 50
Side Effect: Botching releases Wyld magic effects. If a gremlin is killed, the
player may owe a boon to a gremlin family, or, worse, make an enemy.
Dreamstalker
Weirdlings enjoy exerting control over their victims, even in dreams. A Kiasyd
who whispers into the ear of an unconscious victim may implant fantastic or
frightening thoughts that remain with the sleeper after waking. The dreams
Kiasyd insert in victims' minds can be anything from seemingly disparate
elements (you will repeatedly see eagles and pink umbrellas) to intact
narratives (you will dream of your husband chasing you around town with an
axe). Kiasyd have been known to use this power to compel victims to react to
stimuli planted in their path, seeing features from their dreams as symbols of
good luck, or potential disaster.
Successes Result
Abyssal Reflection
This ritual allows the kiasyd to create a mystical mirror that reveals a target’s
true nature or deepest hidden secret. By gazing into the enchanted mirror, the
subject’s reflection betrays aspects of their soul that they may not wish to
reveal.
System:
The caster must prepare the mirror by mixing their Vitae, mercury(quicksilver),
and blackened glass shards, arranged in a precise lunar pattern. This process
takes one hour, after which the mixture is poured onto a mirror. The mirror
becomes enchanted for a single use.
Once completed, the ritual mirror can be presented to a target. When the target
looks into the mirror, they must make a Willpower roll (Difficulty 8). If they fail,
their reflection reveals a hidden aspect of their true self—a deep secret, a
suppressed emotion, or their true nature. The caster can perceive this
revelation, though it may be metaphorical or abstract.
The mirror shatters immediately after use, leaving only shards of glass behind.
Side Effect:
After using the mirror, the caster experiences vivid, disturbing nightmares for
three consecutive nights. These nightmares are often tied to the secrets
revealed through the mirror, leaving the caster feeling restless and uneasy.
COMMUNE
System: After mediating on the object for 3 hours, the user spends a Willpower
point to activate Commune, and then makes a Perception + Awareness check
(difficulty 7). The difficulty increases by one for every week she wishes to look
back. The user experiences time up to ten times as fast in her vision but must
view every moment in order. For example, if a character wishes to see what
happened ten days ago, she must view everything happening in between her
current time and the time she wishes to know about.
Side Effect: None.
Hel Storm
Target Number of Successes: varies This spell summons elemental forces from
realms beyond the Skinlands. When this ritual is cast, cold wind, ice, and terrible
rains from Zeernebooch’s Kingdom of Hel fall from the skies. This power can
only be used during the winter season.
System: The caster throws a naturally tumbled river rock into the air (any
mineral or mineral composition will do, as long as it is can be found in the wild,
but, substances such brick or asphalt will not work) and rolls Manipulation +
Occult, where the difficulty is determined by the type of storm:
Difficulty 6 Wind
Difficulty 7 Rain
Difficulty 8 Snow
Difficulty 9 Hail
Success means the rock turns into a Hel Storm. The number of successes
determines the duration the storm lasts:
1 success 1 minute
2 successes 3 minutes
3 successes 15 minutes
4 successes 1 hour
5 successes+ 12 hours
Sacriffice to Nightmare
Kiasyd who know their connection to the Abyss also know it's necessary to keep
the entities within content, and doing so occasionally requires a sacrifice.
Pragmatic Weirdlings reason "If we need to sacrifice lives, why not the lives of
those we hate?"
After painting the interior walls of a pitch-black chamber with fae sigils, the
Kiasyd seals a sacrifice inside the room. Within seconds, the tentacles and
snapping jaws of the Abyss reach through, and consume whatever offering has
been provided. Those schooled in Abyss Mysticism believe the nightmare entity
to be a part of the summoner, as it ceases to exist if it leaves the chamber
emblazoned with the Kiasyd's sigils and blood.
Sacrifices who survive over a minute in the chamber are supposedly given the
honored treatment of being diablerized by Kiasyd without, but Weirdlings sniff
at such vulgar claims.
System: The vampire must inscribe a Chanjelin Ward (V20, p. 455) within a
room, where it has the same effects as usual. The Kiasyd must then spend two
blood points to summon a tangible nightmare from the Abyss before exiting
the room, leaving her sacrifice behind. The nightmare is a tentacled, many-
mawed creature, which cannot exist outside the sacrificial chamber for longer
than a single minute.
Kiasyd must have one dot obtenebration if he want learn this ritual he may use
this ritual without having a changing ward, but this will require blood point for
each sigil
Earth Sword
The Kiasyd causes huge spikes to shoot out of walls, ceilings and floors. These
spikes are made of whatever material they shoot out of, and can be especially
dangerous to vampires in wooden houses. Despite their ligneous nature, when
enchanted they are as flexible as fleshly grown vine.
System: The attacker rolls Wits + Melee (difficulty 6) and spends a point of
Willpower while the target resists with a Wits + Dodge roll (also difficulty 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 she is unscathed. Five successes are required to impale a
specific location, like the heart, or pinning the character to the floor or against a
wall. The spikes last for a scene and can be controlled throughout.
This Ritual work like a trap and Kiasyd must make him before fight or when in
fight if story teller allow he must spend minimum 5 tour and ned more
successes(determinate by story teller)
1 success 1 night
2 successes 1 week
3 successes 1 month
4 successes 1 year
BLOOD ARTIFICER
This ritual allows the user to make magic items from Disciplines. Rolls
Intelligence + Occult (difficulty 10). Failure means nothing happens. Botch
indicates the object breaks. Difficulty can be reduced, at the Storyteller's
discretion, if the item is special, such as a vellum shirt, or a knife made from a
meteorite. Can only be used once, then the object crumbles to dust within one
round. Number of successes determines the duration:
1 success 1 night
2 successes 1 week
3 successes 1 month
4 successes 1 year
Memory Basin
Kiasyd using a specially prepared basin made of pure silver, engraved with fae
runes. The basin must be filled with water from a natural enviorment and vitea
creating liquid capable of storing memories.
System:The ritual allows the Kiasyd to extract memories from the mind of the
victim and store them in the special silver basin. These memories can be
permanently removed from the victim’s mind or stored in the basin, where they
can be accessed later for review. When memories are stored in the basin, the
Kiasyd or others can view them, manipulate them, or even restore them to the
victim’s mind.(Pensieve from harry potter was my inspiration)
Ingredients:
Difficulty: 8
Limitations:
Example Uses:
• A Kiasyd can remove a traumatic memory from the victim’s mind, leaving
them with no recollection of the event.
• A significant event’s memory can be stored for later study or used as
evidence.
• Memories can be altered within the basin before being restored to the
victim’s mind, allowing for the creation of false memories.
Stone Travel
The Kiasyd can travel through the earth by creating tunnels. These tunnels can
be used by others, but they are very unsafe, and collapse easily. The vampire
can travel underground with almost no chance of being detected.
When this spell is cast, the player calls forth an elemental Wyrmling. Unlike
Goblins, these elementals generally go unnoticed by human eyes unless they
move or assume an anthropomorphic shape. Anyone capable of sensing the
supernatural (Auspex, etc.) can detect Wyrmlings. These crea- tures exist for a
full scene, and then disarticulate back into the material from which they were
ani- mated. They are, however, not nearly as dependable as Goblins...
1 success 1 hour
2 successes 2 hour
3 successes 1 night
4 successes 2 night
5 successes+ 1 week
Failure means the ritual does not work, but a botch means the creature arrives
and immediately attacks the character and anyone else present. When the
Wyrmling loses all health levels, the creature disintegrates back into the base
element from which it was formed. The Wyrmling will fight until incapacitated
against its natural enemies, such as creatures from the Skinlands, Wyldlings,
and Weaverlings, but will not fight other Wyrm spirits. Two Wyrmlings usually
join forces and attack the caster. Many accomplished ritualists know this last
fact, but they don't necessarily teach it to others.
For stats on Wyrmlings, see Book of the Wyrm, 2nd Edition page 124.
Basilisk’s Touch
The Kiasyd can turn victims to solid stone simply by touching them. The effects
may be permanent, and the only way to reverse the effect is through powerful
Thaumaturgy, or by another touch of the Kiasyd.
System: This ritual takes effect as soon as the attacker succeeds in touching her
victim, spends two points of Willpower, and rolls Wits + Occult (difficulty 8). The
victim resists with at least three successes on a Willpower roll (difficulty 8).
1 success 1 night
2 successes 1 week
3 successes 1 month
4 successes 1 year
5 successes+ forever
The ritual allows the Kiasyd to call upon the power of their ancestors blood,
temporarily enhancing their connection to Mytherceria. Within the vicinity of
the ritual site, the Kiasyd's Mytherceria level is increased by 2, allowing them to
access powers up to level 7, similar to a higher generation. This boost grants
access to advanced powers normally beyond the Kiasyd's reach, but the effect
only lasts within the immediate area of the ritual.
Ingredients:
• Kiasyd blood (or a rare substitute, such as the blood of fae or Maegar)
• Ancient fae or Wyld relics (You may use relics create with Tinglestripe
discipline or another artefact with storyteller aproval )
• Part of an ancient tree or another natural element with a strong nature
connection
• 3 Willpower points
• 5 vitae points
Limitations:
• The effect lasts only for one night and exclusively within the vicinity of the
ritual site (a 500-meter radius).
• The ritual cannot be repeated in the same location for at least a month,
and attempts to abuse this power may attract the attention of hostile fae
spirits or other magical entities.
• The increase in Mytherceria does not alter the Kiasyd's physical attributes
but allows temporary access to higher-level powers.
• I create this ritual for allowing to use level six and seven rituals then
using him for access for discipline must be discussed with storyteller
System: The Kiasyd whispers a rhyme into her victim’s ear and spends four
Blood points. A Manipulation + Occult check is required, where the difficulty is
equal to the permanent Willpower rating of the target. The effects last for a
period equal to the number of successes: victims babble and repeat the rhyme
continuously, exhausting themselves. People in this condition need to be cared
for, as they will not eat or drink water, or even vitae. A Kindred affected by
Bedlam Song will eventually enter torpor if she is not fed necessary amounts of
blood. The affected can make a Willpower check (difficulty 8) once per hour to
attempt to temporarily lessen the effects enough to eat or feed.
Dance of Pan
Target Number of Successes: 5 In order to learn this ritual, casters must also
know Bedlam Song. The Kiasyd begins the ritual by herself dancing and
chanting the Dance of Pan. Weak-willed witnesses give into the dancing fit upon
sight. They dance until the spell wears off, or they pass out from exhaustion.
When they wake, if still under the effects of Dance of Pan, they immediately
begin gyrating and dancing again until either the effects wear off or they
collapse dead. The dance is highly contagious, and sometimes if you see the
people dancing, you too could become its victim. Entire villages have been
affected by this Darkling ability. It is rumored that the most famous outbreak of
St. Vitus’ Fire, in 1585 in Strasbourg, was started by Marconius.
System: The caster rolls Manipulation + Performance (difficulty 8). Anyone who
sees or hears the ritual being performed must make a Willpower check
(difficulty 8) or become enchanted with the dance. Those affected dance
ecstatically, mumbling the words to the chant (an extended version of Bedlam
Song). Those who witness victims of Dance of Pan may also be affected and
must make a Willpower check (difficulty 6) or become compelled to dance
themselves. The number of successes rolled determines the duration of the
affliction
1 success 1 hour
2 successes 2 hours
3 successes 1 night
4 successes 2 nights
5 successes+ 1 week
Every hour a victim dances, she must make a Stamina check (difficulty 4). A
botch indicates she takes a level of Lethal damage. Enough botches can prove
deadly to mortals.
Marconian Alchemy
Bloodline Kiasyd of the Lasombra often set their origins to the unparalleled
alchemical might of their founder, the ex-magi Marconius, creating a brew that
utterly transformed himself into the very first of their kind. Yet, it is also more
rarely said that Marconius was an unfortunate target of a trio of his Lasombra
clan-mates, fed a vile potion bought off an unnamed mage then forced deep
into a lake under the full moon seeking knowledge unknown. Whatever the
truth is, the Kiasyd are deeply tied to the ways of alchemy.
It runs in their veins as much as the abyss, and ever since their inception they
have studied it. For centuries, Marconian Alchemy was only known to
Macronius’ now-fractured mind as the Kiasyd did all they could to unlock it. All
they gained was a vitae taste profile finer than a Ventrue, the ability to create
cocktails blended with blood any kindred could enjoy, and a knack to rend
bonds off blood — that is, until the 19th century. In the early 1800s, Kiasyd
everywhere in quick succession began discovering how to properly use vitae in
alchemical solutions as Marconius was said to, leading to many great leaps
forwards in the bloodline’s research.
The Victorian era is looked back on fondly by many Kiasyd of age for this
reason, seeing it natural this innovation happens in the era they see as
perfection of culture. Many Kiasyd argue on what caused this seemingly sudden
access to the wide field of Alchemy. Some claim this is due to the awakening of
Hrotsuitha, their founder’s sacrificed sister, while others mundanely state after
a near millennium of research, it would be more surprising if nothing had been
achieved. Learning Marconian Alchemy requires several components.
The alchemist must have at least one dot in both Mytherceria and one dot in
Occult and Science. Such a character may not learn any Marconian Alchemy
formulae rated higher than her Mytherceria or Occult score (whichever is
lower). If all the requirements are met to learn Marconian Alchemy, the vampire
automatically gains a single Level One formula. To learn further formulae, the
alchemist must find someone to teach her, learn the formulae from a rare
scroll, tome, or other archive, or risk her assets by experimenting with reagents
and vitae. Learning a new formulae can take anywhere from a few nights (Level
One formulae) to months or years (Level Five formulae). As a rule, being taught
a formula takes less time than learning via trial and error. Every formula
requires ingredients and reagents to work — these are noted in the description
of each formulae. Unless stated otherwise, a formula takes 10 minutes to
complete. Brewing a formula requires a bar or laboratory to work in and a
successful Intelligence + Crafts roll, for which the difficulty equals 3 + the level
of the formula (maximum 9). Only one success is required for a formula to
work, though certain formulae may require more successes or have variable
effects based on how well the alchemist’s roll goes. Should a roll to brew a
formula fail, the Storyteller is encouraged to create particularly strange
consequences or side effects; Marconian Alchemy is based deeply on faeish
magic and is subsequently inherently unpredictable and dangerous. A botched
brewing roll may even indicate a far worse fate, such as bizarre, dangerous
coincidences or being hunted by illusionary entities. Nearly every Marconian
Alchemy formula has side effects associated with imbibing them, due to both
the recent nature of the craft and its inherent faeish unpredictability.
Level One Formulae
Virginizing Distillation
This formula is the oldest used by the Kiasyd. In their pursuits to emulate their
founder, purifying the bond from raw vitae and safely storing it away was their
crowning achievement. Vitae that has been purified this way is called virgin
blood, which has led to some quite unfortunate misconceptions by many.
System: The Alchemist carefully distills fresh vitae with rowan and silver for an
hour per point, dripping it into a sealed container. The vitae loses the ability to
blood bond, and does not begin to lose potency until the container is unsealed
Misty Tincture
By mixing herbs and sulfur into vitae in a careful spiral, an Alchemist can create
a sealed vial of a smokey and volatile liquid.
System: The Alchemist must expend one point of vitae during brewing. The
tincture created is incredibly potent, and when released it creates a three meter
wide cloud of mist that lasts a scene or until blown away. Anyone who tries to
see through the mist gains a to +2 difficulty.
Morningsun Aperitif
System: The Alchemist must expend one point of vitae into a brew of coffee,
tea, or any preferred stimulant, laced with smelling salts and peppermint
leaves. Once imbibed, the imbiber cannot willingly enter daysleep until
noonday, and is forced to do so at dusk. However many hours spent staving off
daysleep are translated into the following rest, to a maximum of six hours.
Elixir of Emotions
Designed to manipulate the vague tendencies of the mind, this hawthorn based
formula subtly shifts the emotions of the imbiber.
System: The Alchemist must expend one point of vitae during brewing, as well
as a reagent that encapsulates the emotion desired. When a victim imbibes a
drink with this formula in it, she must make a Perception + Alertness roll
(Difficulty 8) to notice the off-taste. After finishing it, the target must score more
successes on a Willpower roll (difficulty of the alchemist’s Mytherceria rating +
3) than the alchemist scored or have their emotion shifted to the one chosen
during brewing for the rest of the scene
Fum Vitae is an alchemical recipe that allows for the infusion of tobacco or
other herbs with Vitae, enabling vampires, who normally cannot taste, to
experience the flavor of smoke while smoking. The effect is short-lived but
offers a brief reprieve from the monotony of undead existence.
System: The Alchemist must Thoroughly infuse the tobacco or herbs with a
drop of Vitae. Then let them rest for at least 12 hours to absorb the essence.
If you want to intensify the flavor, add a few drops of a supernatural blood
Ingredients:
• 10 grams of tobacco (or other herbs suitable for smoking, e.g., mint,
marijuana, sage, wormwood)
• 1 drop of Vitae (any level)
• other supernatural blood (optional, for enhancing flavor)
Effect:
Upon smoking the infused herbs, the vampire momentarily experiences a
strong flavor corresponding to the chosen herb. Tobacco offers a rich, earthy
taste, mint provides freshness, marijuana brings relaxation, and sage calms the
senses. The flavor lasts for a few minutes, though it does not affect the
vampire's abilities. Smoking also temporarily eases the hunger for blood,
though it does not satisfy it(you dont get blood point).
Side Effects:
In excessive amounts (more than three doses in a short time), smoking may
lead to fatigue and reduced alertness and any willpower rool add 2 diffilcuties.
System: The Alchemist must expend one vitae per dose of this formula created
in a batch, then distill it for a day. When a victim imbibes it, she must make a
Perception + Alertness roll (Difficulty 8) to notice the off-taste. After finishing it,
the target must score more successes on a Willpower roll (difficulty of the
alchemist’s Mytherceria rating + 3) than the alchemist scored or drift into deep
sleep for the remainder of the scene. The formula loses potency if not used
within a night, becoming useless.
Refined Vitae
Through weird faeish rites and careful mixing with elderberry, the blood of a
fellow vampire may be slowly distilled into something more than a delicacy to
partake in.
System: The Alchemist must use fresh kindred blood in this formula, then
carefully brew it for an hour, using only silver or crystal implements to mix the
vitae and distill the formula. Make a Wits + Occult roll (Difficulty 8). On a
success, the resulting formula may be imbibed to grant the imbiber with one
dot of a non-specialty discipline from the clan the blood came from, as well as
the clan weakness. A botch results in diablerie stains for a night instead of
granting a discipline dot, and still inflicts the clan weakness.
Successes Duration
1 Success 10 minutes
Faerie Fire
System: The Alchemist must expend one vitae during brewing, along with a
large bottle of lighter fluid (or some other reagent similarly combustible), and
knots of silver wire. Make a Wits + Science roll (Difficulty 7). The formula will
immediately catch alight then burn bright when exposed to oxygen, staying
where it lands for a scene and dealing Aggravated damage equal to the number
of successes. A target may spend an action to wipe off the Faerie Fire if it lands
on her. Faerie Fire cannot be extinguished unless fully smothered.
Vitae Toxin
By taking a dose of vitae and mixing it with antifreeze (or another very
poisonous reagent) and poison oak, an alchemist can create a poison that risks
any vampire who drinks it.
System: The Alchemist must expend one vitae during brewing. The formula
may then be mixed into a stored source of blood, or injected into a vampire or
mortal. If injected, the target must make a Stamina roll (Difficulty 4). On a
failure, she takes one lethal damage. Either way, the target now has poisoned
blood for one scene.
Any poisoned blood transfused or drunk deals lethal damage when used per
poisoned point, as well as to any kindred spending blood while poisoned in this
way. Alternatively, a poisoned vampire may make a Stamina roll (difficulty 7) to
expunge all poisoned blood, losing the points but not taking any damage. A
botch deals one lethal damage per point attempted to be expunged.
Curse Dilution
System: When the Kiasyd drinks this curse dilution, they can choose to
temporarily lift the effects of their Folkloric Block and Bane Flaws that are part
of their Clan Bane. The effects last for one night. However, the potion does not
alter the physical appearance associated with the Clan,
The Alchemist must expend 2 vitae during brewing this formula, Make a Wits +
Occult roll (Difficulty 8) add some Faerie blood with moonlight essence and
leaves of belladonna
Side Effect:
Increased Hunger: After consuming the potion, the Kiasyd’s minimum hunger
increases by 1. This means that even if they feed normally without draining and
killing a human, they will still be considered 1 point hungrier than usual. This
increased hunger represents the strain of temporarily suppressing the curse.
Potential Drawbacks: At dawn, the Kiasyd must make a Self-Control (or Instinct)
roll (difficulty 7). Failure means that the Kiasyd is overwhelmed by the curse
upon waking, resulting in the effects of their Clan Bane being doubled for the
following night.
Jekyll’s Drug
Directly inspired by The Strange Case of Dr. Jekyll and Mr. Hyde, some Marconian
Alchemists have developed a way to sacrifice common sense and scholarly
intellect for a brief burst of might.
System: The Alchemist must expend up to five vitae during brewing, and mix in
raw opium with some diabolical concoction, then spend three hours distilling it.
The drug smells sickly sweet when finished, and when imbibed by anyone
besides the alchemist it’s retched back up. It expires if not consumed within a
night.
If the alchemist chooses to imbibe this drug, she must make a Willpower roll
(Difficulty 8). On a success, the drug allows her to transmute a number of
mental attribute dots to physical dots equal to the amount of vitae spent on
brewing until the duration ends, even if it surpasses generational limits. Failure
means you are unable to transmute any attribute dots, while a botch means
you lose attribute dots until the duration ends.
Successes Duration
This drug also increases frenzy difficulties for the alchemist by 2 while the effect
lasts. Additionally, every time you use this formula, you must make a Willpower
roll (difficulty 8). On a failure, you feel drawn to use this formula again. If drunk
again after a failure, you must make a Willpower roll (difficulty 6). On a failure,
you gain the addiction flaw for this formula. Additional uses of the formula
require a Willpower roll (difficulty 6 + number of uses) to not develop the
derangement split-personality during the time you have this formula imbibed. A
botch causes you to lose a bit of yourself, (etc lmoa)
Shadowed Memory
This elixir enables the Kiasyd to influence a person’s memory, either altering or
erasing memories similar like Forgetful Mind this recipes was create for Kiasyd
who don’t specialize in Dominate discipline.
System: The Alchemist must expend one vitae during brewing this formula,
Make a Wits + Occult roll (Difficulty 7) The victim loses memories from the last
24 hours,the memories can be replaced with new, false images. The effect is
permanent.
Ingredients: Black orchid, drop of vampire saliva and sleeping child’s tear
Dismissive Glamour
When this mugwort-based glamour is spread over the skin, it leaves the user’s
very presence extinguished from sight.
System: The Alchemist must expend one vitae during brewing of this formula,
and carefully practice faeish charms and spells over the ingredients. Make a
Wits + Occult roll (Difficulty 8). On a success, the glamour is immediately applied
and lasts for a scene, acting like the Obfuscate power Unseen Presence, with
the following changes. In order for any kine or kindred to notice you in any
regard, they must make a Perception + Awareness roll (difficulty of the
alchemist’s Mytherceria rating + 3) and gain more successes than the alchemist.
If they succeed, they see the alchemist’s shadow and feel her presence after
being alerted. Otherwise, the alchemist is ignored completely and treated as
being completely absent by allies and enemies alike. Not even touch alerts of
your presence, though cameras and other recording devices function as
normal.
Zenas’ Suncatcher
The credit for this formula is claimed by a clever Kiasyd called Zenas, who
sought better ways to tend to his private garden before Edison’s lightbulb. This
viscous vitae-infused concoction is left outside during the day to absorb the
sun’s rays.
System: Before dawn, the Alchemist must expend one vitae over 30 minutes
during brewing of this formula, ground crystals and vervain added in slowly as
careful rites are taken. Make a Wits + Occult roll (Difficulty 7), then leave this
formula outside in view of the sunlight for a day. On a success, this formula will
glow with radiance when recovered in the evening. Touching the formula’s
container requires a Difficulty 7 Rötschreck roll to not recoil in fear, and leaves a
painful sunburn. A botch leads to dropping the formula, releasing it onto the
alchemist. This may be negated by wrapping the container with a thick cloth.
Until the duration ends, this formula provides ample light and places gnawing
fear in any kindred who lays eyes on it. The liquid itself deals 2 Aggravated
damage to any kindred who touches it as a single dose, and dissipates in a flash
if released from its container. All vampires who witness such must make a
Difficulty 8 Rötschreck roll to not succumb to the red fear.
Successes Duration
1 Successes One night
2 Successes Three nights
Masque of Mortality
Developed by Kiasyd who want a low profile, this formula imbues the imbiber
with the select skill of disguising her many vampiric oddities behind a passive
glamour placed into the minds of bystanders. Though, not every detail can be
hidden and subtle hints point to her true nature beneath.
System: The Alchemist must expend one vitae over an hour during brewing,
carefully conducting a faeish rite with an orchid bloom and smoked reagents.
Make a Wits + Occult roll (Difficulty 7). On a success, when imbibing this
formula, the imbiber’s undead form shifts in the perceptions of those around
her. Until the duration ends, anyone who sees the alchemist has their
perceptions retroactively altered. What may actually be a darkling may simply
be written off as a healthy, tall individual by a kine. A botch has the opposite
effect, showing viewers an even more twisted version of the alchemist during
the duration.
Successes Duration
1 success 10 minutes
4 successes 12 hours
5 successes 24 hours
Kindred and Kine do not notice this change unless they make a Perception +
Alertness roll (difficulty of the alchemist’s Mytherceria rating + 3) and gain more
successes than the alchemist, their minds determining that the alchemist as
always so. Per usual, Auspex can bypass this ability.
When the duration ends, the perceptions shifted do not until sufficient proof
and a Charisma + Empathy roll (difficulty of the alchemist’s Mytherceria rating +
3) with more successes than the alchemist is made by someone who sees
through the illusion. Alternatively, the alchemist can purposely pull the illusion
away on someone affected.
An alchemist under the effect of this formula cannot draw upon her blood while
the Masque remains. Doing so ends the effect early.
Iron Skin
When the Ventrue of Strasbourg donned their heavy armor, they suspected
they would have the advantage over the gangly Kiasyd. What they found on the
field of battle was not only terrifying, but legendary. A physical manifestation of
stone and earth, their opponents’ skin had become as hard as granite. Swords
shattered like glass against Nocturnae skin.
System: The Alchemist must expend one vitae from ventrue(or Gargoyle but
this may give temporaly side effect) and spends 1 Blood points and over the
next three hours he develops final product when consume Kiasyd get a rock-like
hardness to her skin. She loses 1 dot of Dexterity but gains 4 dots of Stamina for
the remainder of the night. The character may bring her Stamina beyond that
allowed by her Generation.
Delusive Lucidity
Laudanum, Adderall, or some other drug is carefully blended with coca leaves
and sage. It’s said to grant protection from outside intrusions and other
invoked inconsistencies, but some alchemists doubt the truth of that.
System: The Alchemist must expend one vitae, then carefully distill the various
ingredients into a syrup for three hours. The final product is left to dry as an
easy to consume form no larger than a thumbnail. When consuming this
formula, make a Wits + Awareness roll (Difficulty 8). On a success you add to
the difficulty of any Dominate or Chimestry rolls against you, and lower the
difficulty of resisting Dominate or Chimestry effects, equal to the number of
successes rolled. This effect lasts a scene.
On a botch, this has the opposite effect entirely, as the consumer is made a
target of hellish apparitions, psychedelic yet tangible. The difficulty of Dominate
or Chimestry rolls against you are lowered by three, and the difficulty of
resisting any Dominate and Chimestry effects are increased by three.
System: The alchemist must spend one vitae that’s been treated by the
Virginizing Distillation formula, or a similar effect that makes it lose the blood
bond (Such as the unbondable merit), and mix it with a point of vitae from
whoever is intended to drink it. This concoction is then mixed with holy water,
very painstakingly treated, then distilled for a day. It becomes inert if not
consumed within the hour, and bubbles violently.
When the target imbibes this formula, they must make an extended Stamina
check (Difficulty 7). Each success indicates one level of the bloodbond being
broken. A failure ends the check, and a botch inflicts Aggravated damage equal
to twice the level of the blood bond. The difficulty of the check increases by two
for each level of blood bond the target has, but is reduced by three if a drop of
the domitor’s vitae is used in the concoction, or the blood of a vampire from the
same clan and of a generation less than or equal to the domitor’s.
The target, whether they succeed or fail, puke up a number of blood points
equal to twice the level of the blood bond, which turns to dust after a few
moments.
Merits
Home Library Affinity (1 point Merit)
Your obsession with your research has been filed to an edge and you now wield
it like a weapon. When researching in your home library (not just any library,
but when using your own books in your permanent haven, and not when on the
run living out of boxes) the player gains an addition die in all dice pools rolled
for research.
Your toes were so lengthened by the Embrace that they are now prehensile.
You can use them as a second pair of hands, just as well as you could if they
actually were hands.
The Kiasyd’s fingers are nearly unnaturally long and nimble. She gains a -1
difficulty to all Dexterity rolls that require fine or precise work with her fingers.
Alien Perfection
(2pt. Merit) You possess beauty unsettling in its perfection. People stand in awe
of your flawless form, while inexplicable nausea subconsciously creeps up. The
difficulty of any Appearance roll is reduced by three. A Stamina roll is required
by anyone in your presence for longer than one scene, if this is the first time
they’ve encountered you. Failure drives them away from you with a sickness
wracking their body
You’re linked to another weird species of the world, and unconsciously find
yourself able to understand their parlance, codes, and rituals. Difficulties to
decipher the hidden rites and languages of one society (selected when this
Merit is purchased) are reduced by three.
Cursed Glamour (2 Point Merit)
You have an intrinsic ability to influence those around you, but it comes with a
catch. You can use your presence to charm or captivate mortals more easily,
gaining a -2 difficulty to all Manipulation + Social rolls. However, each time you
use this power, there is a chance (Storyteller’s discretion) that you will
inadvertently draw the attention of supernatural entities or mortals who
become obsessively fixated on you.
Kiasyd Gigantism (2 point Merit) All Kiasyd are abnormally large, standing well
over 2 meters tall (approximately 6'6" to 7'0"). However, some Kiasyd are even
more massive, and this exceptional size grants certain advantages. Your
character weighs around 130 kg (286 lbs), and this extra mass provides an
additional Bruised health level. Characters with this Merit may also receive
bonuses for actions involving physical strength, such as pushing heavy objects,
forcing open barred doors, or resisting attempts to be knocked down.
(This Merit cannot be combined with the Huge Size Merit or any Child-related Merits
or Flaws)
The Kiasyd maintains a connection with a small magical scroll (or similar
artifact) that seems to possess a degree of sentience. This artifact provides
minor but valuable hints about surrounding dangers or entities the Kiasyd may
encounter, granting them a +1 die to perception rolls when a threat is present.
Kiasyd possess an innate ability to discern intricate details through the taste of
blood.
(2pt) When you taste blood, you can instinctively tell if it belongs to a vampire
and automatically determine their generation. This ability requires no test or
expenditure of resources. If the blood is not from a vampire, you only recognize
that it isn't Kindred blood; you cannot distinguish between other supernatural
blood types (such as Lupine or faerie) and human blood without additional
testing.
(3pt) Your senses are even more finely attuned. You can discern not only the
age and race of the blood's source but also the blood resonance of human or
supernatural creatures. Additionally, when drinking vampire blood, you can
identify the clan to which the vampire belongs. Furthermore, if the blood
belongs to another supernatural being, you may recognize the creature’s type,
whether it's a Lupine, faerie, or another entity. This recognition, however, is not
automatic and may require a successful roll, depending on the Storyteller’s
discretion.
A friendly wraith has decided that you are worthy of its attention. Whether or
not known to you in life or unlife, the spirit has come to be a mentor figure for
you. While it may employ manifest in the Skinlands if that is allowed by its
Arcanoi, its primary relationship with you is as teacher and advisor. Characters
with this Merit may purchase this spirit as a Mentor. The more dots in Mentor
the spirit has, the more willing it is to do favors for the Kiasyd.
Your presence emanates an aura of legend and myth. Mortals who encounter
you are inclined to view you as a figure of folklore or destiny, providing you with
a +2 bonus to all rolls involving persuasion or intimidation with those who have
an inclination towards mysticism or the supernatural. This aura can also make it
easier to gather followers or admirers in supernatural circles.
You have a close, personal contact in fae society, someone you can rely on for
assistance, secrets, or favors. This connection might involve sharing forbidden
knowledge about the Shadowlands with Sluagh, working with Redcaps for
mercenary tasks, or leveraging the skills of other fae. These ties provide you
with useful allies in fae courts or access to valuable resources and information.
System: You may call upon your faerie contact for assistance or advice,
especially when dealing with matters involving the fae or supernatural forces.
Your contact can provide insights, carry out specific tasks, or grant access to the
faerie world’s mysteries. However, these favors come with a cost — your fae
allies may also call upon you for aid, and refusing them could damage the
relationship or incur faerie retribution.
Example Contacts: The nature of your contact depends on the fae you’re
connected to. Sluagh might share whispers and secrets, Redcaps might offer
muscle and dirty work, and Sidhe may help with political intrigues or magical
lore.
Limitations: While this merit grants significant aid, your contact’s power is not
limitless. They may have their own restrictions and priorities within the fae
society. Additionally, over-reliance on this merit could draw the attention of
other fae beings, both friendly and hostile, who may take an interest in your
relationship.
You have a knack for acquiring rare and unusual magical artifacts, either
through trade, theft, or discovery. You possess a collection of such items that
hold significant power or lore. When interacting with supernatural artifacts or
dealing with magic, you gain a +2 bonus to all rolls related to their use,
knowledge, or identification.
You get an instantaneous - and usually accurate - gut feeling about anyone you
meet. There's no detail involved, just a visceral reaction as to whether someone
is good news or not. Obviously, this involves asking your Storyteller for a
reading. Just remember, the Vibes you get on someone are usually correct, but
not always. Over-reliance on this merit can get you in very deep trouble indeed.
The Kiasyd can control small shadows even when not actively using
Obtenebration. They are able to subtly manipulate small objects, such as papers
or pens, with shadows, giving them a +1 die to rolls involving delicate, covert
actions such as sleight of hand or deception. This manipulation is subtle
enough that it often goes unnoticed unless someone is actively looking for it.
You’ve drank the liquid essence of entities both strange and powerful. Whether
the vitae of Methuselahs, the boiling blood of lupines, or bottled dreams of fae,
the volume and combination of the brews you’ve consumed have forever
altered you. Each night a Willpower roll is required (difficulty 7) for you to
manifest a single point of Auspex, Chimerstry, or Dementation. This point can
be added to an existing rating in the Discipline, but disappears the following
night
The Kiasyd can rip energy from mortals, living off their Glamour instead of
blood. After forming at least a loose relationship with a mortal, the Kiasyd may
roll Willpower (difficulty 6) to rip Glamour from the victim. Each success counts
as one blood point gained (although the victim doesn't lose blood). For days (a
number equal to the blood points gained) after the Ravaging, the mortal will be
uncreative, passive and Banal. Seelie fae will not look kindly on a routine
ravager. The Unseelie are a different story, however. The character must choose
the method with which they rip Glamour, such as destroying love or hope, or
causing despair.
Flaws
Lightweight (1pt. Flaw)
Shamefully, you cannot imbibe the blood of any creatures other than mortals,
ghouls, and vampires. Whenever you attempt to drink from another entity,
you’re forced to purge the contents immediately after and gain no sustenance
from it (Malconian Alchemy is exception for this flaws).
Shadows in the Kiasyd’s presence move of their own accord, and from time to
time, spontaneous Obtenebration effects may manifest. The Storyteller can
introduce these effects at any time, narratively. A player can suppress this effect
for one scene by spending a point of Willpower.
The Kiasyd has obviously pointed ears. In modern nights, this gives her a +2 to
the difficulty of all Social rolls, along with being a fairly obvious breach of the
Masquerade. This can be waived at the Storyteller’s discretion, in situations
where the other character is not alarmed by the eldritch appearance of the
Kiasyd. Due to her mark of the fae, the difficulty of rolls to recognize the Kiasyd
as otherworldly decrease by one (more if her mark is particularly obvious).
Although all Kiasyd have black irises, some have entirely black eyes. As with
Eldritch Ears, Ebony Eyes adds +2 to difficulty of all Social rolls. Due to her mark
of the fae, the difficulty of rolls to Intimidation decrease by one (but this is
violation for masquerade) and the difficulty of rolls to recognize the Kiasyd as
otherworldly decrease by one (more if her mark is particularly obvious). If the
player is in the modern nights and in a situation where black tattooed
sclera is not uncommon or his eve are hiden, the social penalties or
advantages can be ignored.
All Kiasyd have a chalky white, nearly albino, complexion, but some rare
Weirdlings take on a slight bluish tinge directly after feeding. This color is most
pronounced in low-light conditions, such as shadowed moonlight. This blue
tinge is more difficult to see under the red-orange sodium lights that illuminate
so many city streets at night, however.
Due to her mark of the fae, the difficulty of rolls to recognize the Kiasyd as
otherworldly decrease by one (more if her mark is particularly obvious).
The Bard's Tongue (1 point Flaw)From Changeling: the Dreaming 2nd Edition -
You speak the truth, uncannily so. Things you say tend to come true. While not
an ability at blessing or cursing, and not under conscious control, you will spew
forth and uncomfortable truth about someone once per story. To avoid this,
you must spend a point of Willpower and take a Health Level of damage from
the strain of resisting.
All Kiasyd stretch after their embrace, but only some become giants. In this
case, woman over 6’6” and men over 7’ tall qualify for this Social Flaw. This Flaw
is reserved for those Kiasyd who are not only extremely tall, but feature the
drawn-out, gaunt appearance that sets Weirdlings apart from tall humans.
Afflicted Kiasyd add +2 to the difficulty of any Stealth roll, and +1 difficulty to the
difficulty of any Manipulation roll involving Etiquette or Performance, due to
their alien appearance.
Many Kiasyd self-impose feeding restrictions: refusing to feed from the poor
and diseased, or even those still wearing skin, or over a certain age. This
manifests akin to the Ventrue Clan weakness (V20, p. 73), due to conditioning
making any blood outside of the Kiasyd’s preference unpalatable. The severity
of the Flaw depends on how narrow the restriction is.
You carry the academic penchant for privacy to an illogical extreme. Most
Kiasyd say, “for better or for worse, research comes first,” but, in your case, it’s
definitely for the worse. Even when you aren’t researching, you demand time to
think alone. You must make a Willpower roll (difficulty 6) before allowing other
to enter your haven, temporary home, or current shelter. When disturbed by an
unwanted guest in your permanent haven (rather than a temporary shelter),
you must make a Self-Control or Instincts check (difficulty 6) to avoid a frenzy.
You drank something that still lives within you and hates you, exerting alarming
control over your thoughts and actions. Each night, the Storyteller may convert
a single rolled success into a 1, potentially leading to a botch. At the Storyteller’s
discretion, the entity may also whisper advice or insults, which can lead to
increased difficulty during attempts to concentrate
You are afraid to leave the safety of your haven or temporary accommodations.
Nightly activities that require leaving trigger a Willpower check (difficulty 6). You
are so used to being alone that, at the Storyteller’s discretion, you suffer +1 to
the difficulty of your skill checks that requires a social attribute. This penalty is
often limited to your first interaction once leaving your haven and goes away
once you spend enough time amongst “people.”
You are losing touch with your human emotions and values. This emotional
detachment affects your ability to empathize or relate to others. You suffer a -2
penalty to all rolls involving emotional connection, persuasion, or empathy. This
flaw may also cause difficulties in forming meaningful relationships with both
mortals and Kindred.
The Kiasyd’s connection the Wyld through her knowledge of Mytherceria has
affected her as if she were True Fae. The sound of the faithful can be extremely
painful to the Kiasyd. The sound of church bells, or other religious music, such
as a Jewish chant or Muslim adhan, forces the Kiasyd to roll for Rötschreck
(difficulty 6). Only players with at least one dot in Mytherceria can take this
Flaw.
Kiasyd with this flaw are closer to their fae natures than their fellows, but
instead of gaining power, they gain a susceptibility to Banality (see Changeling:
the Dreaming). You have a Banality rating like any other changeling and can
gain Banality in just the same way (killing fae, destroying chimera of faerie
treasures, spending too much time with other old vampires) and if you ever
reach 10 permanent Banality, your faeries soul dies and you lose all ability are
Mytherceria. Then things really get bad when all your pent-up "karmic balance"
from ages of fate manipulation comes back to haunt you, with a vengeance.
You begin the game with a geasa of some sort (and not the 6th-7th level
Mytherceria powers). Either a Ban or a long-term quest, it may be a family debt
or a duty imposed upon you (fairly or not). The difficulty or imposition of the
geasa depends upon the level of the flaw. Something minor (a ban against
harming animals, a requirement to give to charity) would be worth only one
point. More difficult geasa (a ban against sleeping in the same place twice, a
quest requiring you to help everyone who asks for aid) are worth more points
and affect your entire life.
You are fated for a terrible and unavoidable end. Whether it is through
prophecy, curse, or supernatural insight, you know that your demise is
inevitable and will be tragic. You may try to fight it, but nothing can prevent the
ultimate outcome. The Storyteller will determine how and when this fate
manifests, but it will hang over your character’s head throughout the chronicle.
In modern nights, the Kiasyd’s eldritch features are not just unsettling—they
are a blatant breach of the Masquerade. This Flaw combines and intensifies the
effects of Blue Skin, Eldritch Ears, and Ebony Eyes into a single, powerful Flaw. If
the Storyteller allows, this Flaw requires a Willpower check from any human
who witnesses your character's appearance. The number of successes on this
roll determines the level of fear the mortal experiences:
Botch: The mortal is consumed by immediate panic and can act rationally only
with self-preservation as the primary focus. They might lock doors, grab a
weapon, flee the area, or otherwise try to protect themselves.
Failure: The mortal is overcome with fear. They may plead, bargain, or react
irrationally, likely believing the Kiasyd to be a demon or other terrifying being
1+ Successes: The mortal experiences a sudden fright but manages to stay
calm, avoiding panic, flight, or attack.
Characters with this Flaw are a walking breach of the Masquerade, similar to
the Nosferatu. The combination of blue-tinged skin, pointed ears, and entirely
black eyes makes it nearly impossible to blend into mortal society without
significant effort.
Autors
For now, I plan to balance this document and add some love for
the Kiasyd clan.