Kiasyd Merits and Flaws
Merits
- Alien Perfection (2pt. Merit)
- Arcane Collector (4 Point Merit)
- Changeling Ties (3 point Merit)
- Cursed Glamour (2 Point Merit)
- Dexterous Toes (1 point Merit): From Kithbook: Sluagh
- Fey Gigantism (2 point Merit)
- Home Library Affinity (1 point Merit)
- Incredible Focus (3 Point Merit)
- Kiasyd Tasting (2-3 point Merit)
- Magical Touch of Darkness (4 point Merit)
- Mythic Aura (3 Point Merit)
- Paranormal Link (2pt. Merit)
- Prehensile Tongue (2 point Merit)
- Prized Collection (1-2pt. Merit)
- Ravaging (7 point Merit)
- Skin of Porcelain (4pt. Merit)
- Spider Fingers (2 point Merit)
- Symbiotic Scroll (2 point Merit)
- Vitae Mutation (5pt. Merit)
- Vibes (4 point Merit): From Guildbook: Oracles
- Wraith Mentor (3 point Merit)
Flaws
- Alien of the Modern Nights (5 point Flaw)
- Bard's Tongue (1 point Flaw)
- Blue Skin (1 point Flaw)
- Compulsive Counter (2 point Flaw )
- Darklings Fate (5 Point Flaw)
- Dreadful Mara (4pt. Flaw)
- Ebony Eyes (1 point Flaw)
- Eldritch Ears (1 point Flaw)
- Eldritch Giantism (2 point Flaw)
- Lightweight (1pt. Flaw)
- Playful Shadows (1 point Flaw)
- Rebellious Shadows (1 point flaw)
- Surreal Quality (2 point Flaw)
- Tainted Blood (2 Point Flaw)
- Wild Tenebrations (2 point Flaw)
- Illiterate (1-2pt. Flaw)
- Refined Palate (1-3pt. Flaw)
Many Kiasyd self-impose feeding restrictions: refusing to feed from the poor and diseased, or even those still wearing skin, or over a certain age. This manifests akin to the Ventrue Clan weakness (V20, p. 73), due to conditioning making any blood outside of the Kiasyd’s preference unpalatable. The severity of the Flaw depends on how narrow the restriction is.
- Privacy Obsession (3 point Flaw)
You carry the academic penchant for privacy to an illogical extreme. Most Kiasyd say, “for better or for worse, research comes first,” but, in your case, it’s definitely for the worse. Even when you aren’t researching, you demand time to think alone. You must make a Willpower roll (difficulty 6) before allowing other to enter your haven, temporary home, or current shelter. When disturbed by an unwanted guest in your permanent haven (rather than a temporary shelter), you must make a Self-Control or Instincts check (difficulty 6) to avoid a frenzy.
- Recluse (4 point Flaw)
You are afraid to leave the safety of your haven or temporary accommodations. Nightly activities that require leaving trigger a Willpower check (difficulty 6). You are so used to being alone that, at the Storyteller’s discretion, you suffer +1 to the difficulty of your skill checks that requires a social attribute. This penalty is often limited to your first interaction once leaving your haven and goes away once you spend enough time amongst “people.”
- Fleeting Humanity (4 Point Flaw)
You are losing touch with your human emotions and values. This emotional detachment affects your ability to empathize or relate to others. You suffer a -2 penalty to all rolls involving emotional connection, persuasion, or empathy. This flaw may also cause difficulties in forming meaningful relationships with both mortals and Kindred.
- Echoes of the Bell (4 point Flaw)
The Kiasyd’s connection the Wyld through her knowledge of Mytherceria has affected her as if she were True Fae. The sound of the faithful can be extremely painful to the Kiasyd. The sound of church bells, or other religious music, such as a Jewish chant or Muslim adhan, forces the Kiasyd to roll for Rötschreck (difficulty 6). Only players with at least one dot in Mytherceria can take this Flaw.
- Sidhe's Curse (4 point Flaw)
Kiasyd with this flaw are closer to their fae natures than their fellows, but instead of gaining power, they gain a susceptibility to Banality (see Changeling: the Dreaming). You have a Banality rating like any other changeling and can gain Banality in just the same way (killing fae, destroying chimera of faerie treasures, spending too much time with other old vampires) and if you ever reach 10 permanent Banality, your faeries soul dies and you lose all ability are Mytherceria. Then things really get bad when all your pent-up "karmic balance" from ages of fate manipulation comes back to haunt you, with a vengeance.
- Geasa (1-5 point Flaw)
You begin the game with a geasa of some sort (and not the 6th-7th level Mytherceria powers). Either a Ban or a long-term quest, it may be a family debt or a duty imposed upon you (fairly or not). The difficulty or imposition of the geasa depends upon the level of the flaw. Something minor (a ban against harming animals, a requirement to give to charity) would be worth only one point. More difficult geasa (a ban against sleeping in the same place twice, a quest requiring you to help everyone who asks for aid) are worth more points and affect your entire life.
- Elder Insanity (5 point Flaw)
Your age weighs heavily on you mind, body, and spirit. You long for torpor. The days are you spend awake are anhedonistic. Your lack of pleasure and satisfaction drives you to indulge yourself in increasingly dangerous and radical activities. When you aren’t concocting a selfish new plan to entertain yourself, you sleep deeply in torpor. So few of these endeavors provide your with relief, so you become increasingly frustrated with the material world, and the times spent in torpor become longer and longer. Kindred afflicted in this way will sleep for years, decades, even centuries. And when they wake, they are just as bored and aggravated with their unlife as when they went to sleep. It is thought that the Kiasyd have a remedy, but they are also affected by it…