Mytherceria
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Powers (1–5)
Fae Sight
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Fae Sight
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This power is always active. You can read an object's purpose and age at a glance, tell forgeries from originals, and correctly identify the materials used in an item's creation. You can also perceive information about an item's creator, including how many dots of the Craft skill she used, her basic creature type, and how long ago the item was fashioned. Lastly, you can discern any obscure meaning, symbology, historical or political references, and encoded information worked into the item's artistry.
Further, you recognize creatures, individuals, powers, and enchantments of fae origin. While you cannot learn their capacity or extent, your Fae Sight allows you to discern that such effects are present.
Focus: [perception]
You discover hidden latches or compartments and can discern lock codes by studying for three turns.
Darkling Trickery
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Darkling Trickery
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Spend 1 Blood, expend a standard action, and engage your target in an opposed challenge using the Mytherceria test pool. If you are successful, you cause your target to be plagued by annoyances and setbacks for the next hour, as the fae play pranks on her, causing no end of trouble. Out of combat, the victim's car keys may disappear, her cell phone may run out of power, or she may stand up and find her shoe strings tied together. In combat, any time your victim spends a point of Willpower to use a combat maneuver, her attack will automatically fail. This power has no effect on attacks augmented by combat maneuvers that were enacted without spending Willpower.
Focus: [perception]
All of the target's attacks augmented by combat maneuvers automatically fail.
Ay Befriend
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Ay Befriend
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Spend 1 Blood and use your standard action to summon a small troupe of piskies, a type of fae. Piskies are humanoid, but of small size and varied appearance, dressed in simple clothing made of leaves and other natural flora. These creatures are invisible to anyone except individuals with Fae Sight. Normally, the piskies will arrive over the course of the next five minutes, so long as they are capable of reaching your location. Piskies can fly, but have no magical ability to move through walls or solid objects.
So long as you pay the piskies up front with a measure of gold, gems, or other precious small objects, they will be relatively loyal, though mischievous. You can ask these piskies to perform 1 downtime action during the course of a game session, or in addition to your own downtime actions between game sessions. If requested to perform a downtime action, such as bringing you an item, carrying a message, cleaning up an area, or discovering some useful information, during a game session the piskies will perform the task with lightning speed and complete it within the hour. If you utilize Ay Befriend between games, you gain a single untraceable, unwatchable downtime action. In either case, the piskies will not risk themselves or engage in combat.
You cannot utilize Ay Befriend more than once per calendar week, whether during or between game sessions.
Focus: [intelligence]
You may use Ay Befriend once at game and once as a downtime per calendar week.
Changeling Ward
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Changeling Ward
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To inscribe a Changeling Ward, spend 1 Blood and expend three full turns tracing letters and symbols on a target object; you must have something to write with. You can draw these sigils onto a movable object, a door, or the floor of a room, but the area to be inscribed must be larger than six inches in diameter. Once drawn, the Changeling Ward is invisible to anyone who does not possess Fae Sight; to those who can see it, the ward appears as a softly glowing symbol written in silvery moonlight.
Mortals who touch the object or cross over a stationary ward automatically become confused for the next five minutes and will wander away from the area in the general direction from which they entered. Supernatural creatures must make a static Mental attribute + Willpower challenge against a difficulty equal to your Mytherceria test pool or suffer a similar effect. Further, individuals with Derangements gain 1 Derangement trait. If this causes the individual to experience a psychotic break, that break will not occur until after the effects of your Changeling Ward end.
After a mortal emerges from the fugue of a Changeling Ward, she has no recollection of the time that has passed, nor any memory about why she came to this location (or touched the object) in the first place. She will justify her actions without any real need for logic. Within one day, she will have forgotten that she was ever there (or saw the object) at all.
After a supernatural creature emerges from her confused state, she has a faint understanding that time has passed, but no real comprehension of how long she was under the effect of the ward. She remembers her activities just before encountering the Changeling Ward, but such actions seem dream-like and distant. The target remembers nothing that occurred while she was under the effects of this power.
If an individual is attacked, put in danger, or targeted by an offensive power, the effects of Changeling Ward immediately end.
Once inscribed, a Changeling Ward will persist for a year and a day, or until the Mytherceria user removes it, or until the object is damaged by at least 1 point of damage. If a supernatural creature resists the effect of a Changeling Ward, she is immune to the effects of all other Changeling Wards created by the same character for the next hour.
A character is immune to the effects of her own Changeling Wards.
Focus: [perception]
Supernatural creatures suffer the same after-effects as mortals, plus a -3 penalty to non-defensive actions for three turns.
Riddle Phantastique
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Riddle Phantastique
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To inflict the Riddle Phantastique, spend 1 Blood and expend your standard action speaking a riddle to your target. If you are successful in an opposed challenge using your Mytherceria test pool, the subject is enthralled as the complexities of your twisted logic ensnare her mind. She cannot take actions other than attempting to solve the riddle. Other uses of Mytherceria cannot affect the target while she is in this state.
For five minutes, the victim behaves as if affected by Changeling Ward. At the end of that time, she must make a static Mental + Academics challenge against a difficulty equal to your Mytherceria test pool. Because this is a static challenge, the target is not testing against the Mytherceria user, and, therefore, the user cannot retest, although the target can. If the target succeeds, she answers your riddle correctly and emerges from her enthralled state with no additional effect. If unsuccessful, she fails to answer the question, and takes 3 points of aggravated damage that cannot be reduced or negated, as she emerges from her enthralled state.
If someone who is enthralled by Riddle Phantastique is attacked, put in danger, or targeted by an offensive power, the target may choose one of two actions:
- Escape from the effects of this power temporarily: The character can defend herself normally, but cannot take any offensive or utilitarian actions, nor converse meaningfully with anyone. Her sole intent to flee the area. Once the character is no longer in danger, she will return to her fugue-like state and continue her attempts to answer the riddle as per the normal use of this power.
- Admit defeat, give up on the riddle, and end Riddle Phantastique early: If a character does this, she immediately suffers 3 points of aggravated damage, which cannot be reduced or negated, as per the effect of failing to answer this riddle after its elapsed time.
Focus: [intelligence]
Target suffers a -3 penalty when attempting the challenge to solve your riddle.
Elder Powers
Steal the Mind
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Steal the Mind
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To steal a victim's mind, spend 2 Blood, expend a standard action, and initiate an opposed challenge with your target, using the Mytherceria test pool. If you succeed, your target's mental acuity is transferred to you. She becomes dull and slow-witted, and may even fall into a coma (if mortal).
While you are in possession of your victim's mind, you gain a +3 to your Mental attribute, and your target suffers a -3 to her Mental attribute. If this penalty places your subject at 0 points in her Mental attribute, she falls into torpor (or a coma, if mortal). When used on a Stock NPC, this power always drops the NPC into torpor (or a coma), and provides a bonus to your Mental attribute equal to +3 or the Stock NPC's level, whichever is lower.
An individual cannot be under the effects of more than one use of Steal the Mind at any time. The bonuses gained from Steal the Mind do not stack. You cannot use this power on two different characters in order to gain a +6 bonus to your Mental attribute.
The effects of Steal the Mind fade after five minutes, although you can extend the duration for an additional five minutes by spending 2 additional Blood while the power is active. Extending the duration in this manner doesn't require another test. After the effects of this power fade, torpid or comatose characters quickly awaken.
Creatures that are not sentient, such as zombies, or are not human, such as animals, constructs, or elementals, are immune to Steal the Mind.
Promises Like Steel
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Promises Like Steel
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Whenever someone makes a declaration, promise, or commitment within your earshot, you can bolster it with supernatural reinforcement. Spend between 1 and 3 points of Blood and your standard action to engage your target with the Mytherceria test pool. If you succeed in the opposed challenge, you may choose up to two flaws for a total of 3 points worth that will be afflicted on the target should she fail to uphold the promise. You must then acknowledge the target's promise, declaring it to any forces that might be listening, describe what will afflict your target, and tell her how long she has to fulfill the commitment as described below.
The flaws assigned cannot alter a character's Generation, Rank, or Seeming. Any flaw chosen must be appropriate to her creature type (vampire, werewolf, etc.), social group (sect, court, etc.), and her clan, bloodline, tribe or similarly appropriate "family". You must have the appropriate Lore skill specialties to give her a non-vampire, non-general flaw. Your Storyteller is the final arbiter of what flaws you have knowledge of and which are appropriate to levy against your target.
Thereafter, nearby piskies will take note of the target's commitment and punish her should she fail to uphold the vow within the allotted time. If you spent only 1 point of Blood as you activated this power, your target has one month to fulfill the promise. If you spent 2 points of Blood, she has one week; and if you spent 3 points of Blood, she has one night.
Between game sessions, if your target has not attempted to fulfill her promises, her dreams are haunted by nightmares of misfortune and tragedy and she is unable to regain Willpower. Should the time expire before your target can complete the task, the piskies will curse the target, causing her to experience grave misfortune. These tiny tormentors are wholly unavoidable and can apply the curse regardless of her efforts to hide. The magic of the sworn oath even grants these Piskies access to areas they would not normally be able to enter such as a Haven with the Occult benefit. The misfortune inflicted will be the flaw(s) you selected and will afflict her for two game sessions or two months, whichever is longer. The first session in which the flaws take effect counts as one of these game sessions.
Fiddlesticks
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Fiddlesticks
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Spend 3 points of Blood and your standard action to engage your opponent in an opposed challenge using the Mytherceria test pool. To use this power, you must have your target's Gaze and Focus. If your challenge is successful, you reduce one of your opponent's skills of your choosing to 1 for 30 minutes. If your target has a limited number of items they can control based on the targeted skill, such as Digital Sentries or other items created or controlled by blood magic or blood magic rituals, these items are rendered inert until the duration of Fiddlesticks expires. If less than all the items would be rendered inert, the creator of the items chooses which items are rendered inert. In addition, your victim cannot achieve an exceptional success in test pools involving the chosen skill. A target may only suffer from a single application of this power at a time. A subsequent use of this power on a target already suffering from its effects results in the active application of the power being replaced with the new application of the power.
Luminary Powers
The Grandest Trick
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The Grandest Trick
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Spend 5 points of blood to enact The Grandest Trick. At the next sunrise you become mortal until the sun sets. During this time, you lose all vampiric abilities. Your traits are capped at 10 and your skills are capped at 5. You lose the ability to spend Blood for any reason and cannot activate any disciplines. Any blood removed from you is human and non-supernatural in nature. While you are under the effect of The Grandest Trick you appear generic and unobtrusive. You fit into your surroundings and do not appear to be anything other than an average person. For the duration of the power, you are considered to be using an Alternate Identity of 5. If this Alternate Identity is somehow broken, any parties investigating you only learn that you are not who you claim to be and do not discern your true identity.