must expressly activate it, which may be done with a turn’s action. This power does not provide any insight into what the truth might be.
•• Fae Sight The Kiasyd is a creature born of two worlds, and this allows her to single out those who share a heritage akin to hers. She can also recognize magic that is grounded in life, though not magic born of death. This ability works differently for every Kiasyd; to some, changelings might smell like apples, whilst to another magic appears like fireworks. System: The Kiasyd sees faeries and other fae-touched mortals for what they are, with no roll required. Additionally, she can detect magic that does not stem from ghosts or the undead, including from mages, werewolves, and other such sources. She can recognize these phenomena for what they truly are, provided she has seen similar effects before.
••• Aura Absorption Many legends tell of fae feeding on emotions. Subconsciously tapping into her fae-touched heritage, the Kiasyd can absorb emotions and impressions off objects and places, allowing her to relive them while she ingests them. She touches the object, and removes its identity. System: The player makes a Perception + Empathy roll, with a difficulty determined by the Storyteller based on the age of the impressions and the mental and spiritual strength of the person who left them. One scene-type image and one aspect of the person’s identity (Nature, Demeanor, aura, name, sex, or age) is revealed for each success garnered on the roll. Subsequent uses of Aura Absorption or The Spirit’s Touch on the same object have their successes penalized with the first Kiasyd’s successes.
•••• Changeling Ward Externalizing her emotional confusion, the Kiasyd creates a ward that disorients and befuddles anyone who sees it. She can inscribe such a ward on an object, a location, or a person. Kiasyd can be very clever using this power; one story tells of a Weirdling that drew a ward on an enemy’s shirt as dawn approached, then watched as the unfortunate vampire burned in the sun, unable to remember which way to run. System: The vampire inscribes a ward symbol in a visible location and the player rolls Intelligence + Larceny (difficulty 7 for inanimate objects, or the subject’s current Willpower +2). Anyone entering the warded area or touching the warded object loses two dice from his Intelligence dice pools as long as he maintains contact or proximity to the ward. Additionally, anyone seeing
the ward becomes disoriented unless he succeeds on a Wits + Investigation roll (difficulty 8). The Kiasyd is immune to her own wards. The ward lasts for a duration indicated by the number of successes on the Kiasyd’s roll. Successes
Duration
1 success
One hour
2 successes
One night
3 successes
One week
4 successes
One month
5 successes
One year
••••• The Riddle Phantastique The Kiasyd draws on the mystery of her existence to create a riddle for her victim which will completely consume his attention. The victim is so focused on solving the riddle himself that he shuts out anyone trying to tell him the answer. System: The player rolls Manipulation + Occult (difficulty of the victim’s current Willpower). After a successful roll, the victim can do nothing but sit and ponder the riddle until he accumulates three times the Kiasyd’s successes. The subject rolls Wits + Occult (difficulty 8, plus or minus the number of Derangements the victim has, at the Storyteller’s discretion). He makes this roll as soon as he is told the riddle, and then once per hour until he has gathered enough successes. Should the victim botch on a roll to solve the Riddle, he takes one level of lethal damage as the mystical enigma racks his body and loses all successes from the accumulated total. This damage cannot be healed until the riddle has been solved. The Kiasyd can end this trance by telling the victim the answer, but no one else can.
••••• • Steal the Mind The fae are infamous for stealing people’s minds and memories. The Kiasyd have developed a similar power. The Kiasyd may even keep these stolen memories, if she’s willing to pay the price for them. System: The player selects a target and rolls Perception + Subterfuge (difficulty equal to the target’s current Willpower). Upon success, the Kiasyd “steals” the target’s mind (though she retains her own consciousness) and has complete access to all his thoughts and memories. The victim has no knowledge that he has been affected in this manner, though any attempt to harm him — by the Kiasyd or anyone else — returns his mind immediately. He has no access to his Knowledges while this power is active, but Talents and those Skills that work on muscle memory are still present. The Storyteller decides which Abilities are lost. The number Mythercia
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