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===Mytherceria Discipline=== ====Folderoi •==== 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 draw 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. ====Fae Sight ••==== The Kiasyd’s knowledge of magic isn’t just theoretical. Their strangely-coloured eyes are capable of detecting the arcane energies of the fae, as well as magic from other, more esoteric sources. System: The Kiasyd sees faeries and other faetouched mortals for what they really are, with no draw required. Additionally, the player can detect any form of magic, 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. ====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 + Mytherceria roll. The required number of successes is determined by the Storyteller 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 (Aura, name, sex, age, etc.) 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; that is to say, the first Kiasyd’s successes subtract from the number of successes scored by anyone trying to read the object thereafter. ====Chanjelin Ward ••••==== The vampire inscribes a ward on an object, a location, or a person. That ward disorients and befuddles anyone that sees it, meaning that even if an intruder can penetrate a Weirdling’s security and steal an object of value, he’s unlikely to be able to find his way to the exit. Spiteful Kiasyd use these wards as punishment — one story tells of a Weirdling that drew a ward on an enemy’s shirt as dawn approached, and then watched (from safety) as the unfortunate vampire burned in the sun, unable to remember which way to run. 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 + Mytherceria. 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 - the Kiasyd’s roll. The Kiasyd is immune to his own wards. The glyphs last for a duration indicated by the number of successes on the Intelligence + Larceny + Mytherceria roll: Duration (successes achieved): One hour (1), One night (2), One week (3), One month (4), One year (5) ====The Riddle Phantastique •••••==== The Kiasyd whispers a riddle to an opponent, and the riddle consumes his mind. The target can do nothing until he solves the riddle, and no one can help him — answers provided by others, even correct answers, fail to counteract this affliction. System: The player rolls Manipulation + Occult + Mytherceria. After a successful roll, the victim can do nothing but sit and ponder the Riddle until she accumulates three times the riddler’s successes. The subject rolls Wits + Occult (plus or minus the number of derangements the victim has, at the Storyteller’s discretion). She makes this roll as soon as she is told the Riddle, and then once per hour until she has gathered enough successes. Should the victim make a dramatic failure on a roll to solve the Riddle, she takes one level of lethal damage as the mystical enigma racks her body, and she loses all successes from the accumulated total. This damage cannot be healed until the Riddle has been solved. The riddler can end this trance by telling the victim the answer, but no one else can.
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