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).
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).
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.).
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
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.
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.
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.
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).