Mytherceria
(Kiasyd
only)
1. Feys
Sight
Roll:
Per. + Occult, difficulty 9
The vampire
may see things that, normally, can only be seen by faeries.
She may also see spirits, and see though faerie glamour.
No roll is required unless she is trying to find a specific
spirit.
2. Darkling
Trickery
Roll:
Man. + Occult, difficulty 7
The vampire
may create all sorts of effects that are normally associated
with faeries. Possible effects can include, but are not
limited to, the following:
A scream loud enough to deafen those nearby.
A victim slips, and falls on her ass.
A victims hair falling out.
Cows being made to give blue milk.
Rocks falling from the sky like rain.
Blighted crops.
Simple machines going haywire.
All cantrips
created by this power should be in the spirit of pranks;
while they may be annoying, and they may certainly be malevolent,
they should not be more than a little dangerous.
3. Goblinism
Roll:
Cha. + Leadership, difficulty variable
The vampire
has an intuitive direction sense underground. No roll is
required for this power. She may also summon goblins to
help her warp and reshape stone; the difficulty varies according
to the location of the vampire, as follows:
dif. 6 The vampire is underground.
dif. 8 The vampire is on the street.
dif. 10 The vampire is atop a skyscraper. Note that these
goblins will usually be inclined to help her, but are under
no obligation to do so. One comes per success on the above
roll.
4. Faerie
Wards
Roll:
Dex. + Security, difficulty 7
The vampire
may place faerie glyphs on an object that protect the area
around them, by increasing the difficulties of all rolls
of Mental Attributes by any intruders by one. Intruders
will also become lost unless they can make a roll of Intelligence
+ Investigation, difficulty 8. The glyphs last, and retain
their effects, for the following time periods:
1 suc.
one hour.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.
The difficulty
to ward a sentient victim is the victims Willpower
+ 2. This victim, and those around her, will suffer continuously
as above for the entire time she is warded.
5. Riddle
Fantastique
Roll:
Man. + Mythlore, difficulty Willpower
The vampire
may ask a victim a riddle. The victim must then try to solve
it, to the exclusion of all other pursuits, making one roll
of Wits + Mythlore (difficulty 10, minus one for each derangement
the victim has) per hour, until they have accumulated five
times as many successes as has the vampire. In the event
of a botch, one level of damage is inflicted, and one success
is lost for each uncancelled one. The vampire may end the
effect at any time, by giving away the answer, but no one
else can -- not even another vampire who has this power.
6. Stone
Travel
Roll:
Str. + Athletics, difficulty 6
The vampire
can tunnel underground, at one MPH per success. Others may
use this tunnel, but it is easily collapsed, and the vampire
may collapse any part of the tunnel at will.
7. Earth
Sword
Roll:
Wits + Melee, difficulty 6
Resist:
Wits + Dodge, difficulty 6
By spending
a willpower point, the vampire may cause spikes to shoot
at a target from any large structure; these spikes are made
of the same material from which they shoot. Three dice of
damage are inflicted for each success. To impale a specific
body part requires five successes.
8. Basilisks
Touch
Resist:
Willpower, difficulty 8
Demand:
successes = 3 or more
By spending
two willpower points, the vampire can turn a victim into
stone at a touch. This may only be reversed by the vampire,
or by powerful rituals.