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{{FullDiscipline
|fiction=This discipline is related to the [https://www.v5homebrew.com/wiki/[Kiasyd ''|Kiasyd'']]
|nicknames=Trickery, mystic manipulation, weird weaving
|description=Mytherceria is a Discipline that manifests in faerie-blooded vampires such as the Kiasyd and Maeghar. At its core, it is mystical deceit that can affect people, objects and even the universe itself. Rumours say that the most powerful users of this power can trick the entire world -including the user themself- into thinking the kindred is human so that they may live as one for some time, unaware of what they as they enjoy sunlight for a short time before the lie is unravelled by reality. Whether these rumours are true, only the Kiasyd know, and they prefer to keep their secrets.
|cost2-2=One Rouse Check
|dicepool2-2=None
|system2-2=When attempting to dodge or avoid an enemy attack, be it a physical blow or target spell, add your Mytherceria rating to the dice pool. If your roll is successful, the power ends. If your enemy has is using Sense the Unseen and has an Auspex rating equal to or greater than your Mytherceria rating, you may not add this dice bonus.
|duration2-2=One scene, until a successful dodge is made or until intentionally ended.
|level3-1=Mind Steal
|system3-1=The user makes a Resolve + Mytherceria roll opposed by their victim's Composure + Resolve. If the user wins, the target loses a number of dots in a Skill chosen by the user equal to the margin of success for the power’s duration, up to a maximum of the number of dots they have in that skill. The user gains a number of bonus dice for pools involving that Skill, equal to the number of dots lost by the target. On a win, these bonus dice must be used on the next relevant dice roll, ending the power, but on a critical win, these bonus dice last for an unlimited number of dice pools until the power ends naturally. A character may only benefit from one stolen Skill at a time, and using this power again ends the previous effect.
|duration3-1=One night or until the bonus dice are rolled.
|level3-2=
|level4-1=Aura of Sloth
|prereq4-1=
|system4-2=The inanimate objects must both be within 20 metres of the user, have been seen by the user before, and be something that the user can carry in one hand without great effort.
Objects that are being held or worn by another at the time of using this power require a contest of the user’s Resolve + Mytherceria vs the current bearer’s Wits + Resolve. On a win for the current bearer, the power fails.
In the case the container is a hand and that the swapped object may harm the person who’s now grasping it, they may attempt to make a Dexterity + Athletics with Difficulty equal to the user’s Mytherceria rating + 1. On a success, they are able to quickly drop it at their feet, not being harmed by holding it. On a failure, the harm is up to the Storyteller’s discretion. For instance, a flaming log or bladed edge appearing in the target’s hands would deal a point of Aggravated Health damage, with the former also causing a Kindred to make a Fear Frenzy check.
If one larger object were to be swapped into a smaller space than the size of the object, depending on the sturdiness of the container it will either damage it’s new container or simply cause the power to fail as room cannot be made for the object to fit. The container could be a safe, a pocket, a fireplace or even someone’s hand.
|duration4-2=Indefinitely
|amalgam5cost=Two Rouse Checks
|amalgam5pool=None
|amalgam5system=Using your skill and knowledge in Oblivion, you know how to twist life. When you fully drain a mortal and kill them with your kiss, you can forego slaking your hunger as the Blood is immediately absorbed to fuel this power. The user’s form grows closer to mortality, being very similar to a Thin-Blood; possessing all of their normal traits, including a Blood Potency of 0 as well as the Baby Teeth, Bestial Temper, and Mortal Frailty Flaws; and the Day Drinker and Lifelike Merits.
They become unable to use or benefit from any Discipline power except those from the Mythercerica Discipline, and even using these powers requires them to take 2 superficial willpower damage for each Rouse Check.
Whilst the user does have Bestial Temper, they do not suffer fear frenzies and have a two-dice bonus to all frenzy rolls.
The user keeps all parts of their Clan Bane with a Bane Severity of 1, except those which change one’s own appearance.|amalgam5duration=ntil Until the following night.|author=Bromora(Contact with feedback at bromorabrew@gmail.com)
|othercred=None
}}