By Kabael (kabael@bu.edu). Also see Vampire and Changeling Crossovers
The "bravest" of the trio, the fifth generation Lasombra Marconius, volunteered his vitae for the experiment. Although they began at first with mere samples, a lack of results pushed the three to more desperate measures. Through transfusion and experimentation, they altered Marconius' very soul, and he became something only part vampire. The fae blood and essence and the supposed blood of the Teutonic deity drastically transformed Marconius. He grew thin and gaunt, even for one of the undead, and he grew by more than a foot in height, dwarfing his erstwhile companions. His eyes deepened and clouded over, turning completely black, without any sign of a pupil. His skin assumed an almost perfectly smooth feel, becoming nearly translucent and almost an otherworldly white. His fingers stretched out. His eyes, nose, and cheek bones took on a more defined and angular look to them. His ears gave almost the hint of a point. His hair became silken-smooth and light, even the slightest breeze sent locks wafting into the air.
Marconius became something that looked otherworldly and ethereal, something no longer wholely vampiric.
Needless to say, the Lasombra were little pleased by the groups endeavors, and Marconius' companions were slain. Marconius, luckily, was spared. Some say that it was because the Lasombra were led to believe that the local fae wanted to deal with the creature themselves. They pushed Marconius into the wilderness, leaving him to the fae, and put the whole nasty issue out of their minds. After all, even if the fae left him alone, how could such freakish monstrosity survive?
For nearly a thousand years it seemed that they were right, until Strasbourg.
The Ventrue of that region of France were frantic, giving reports of "pale, gaunt monsters with the Devil's own luck." From the detailed words of their spies in the Ventrue courts, the Lasombra knew the attackers to be Marconius and several childer. Not only had Marconius survived, but he had managed to do well enough to Embrace several others. It seemed that the fae had not punished Marconius, but had instead given him succor.
Evidencing odd powers and a dangerous unpredictability, Marconius and his Kiasyd, as he named his childer, defeated the Ventrue and took the city. The Lasombra debated stepping in, but decided against it. After all, the bloodline was small, and they were bothering the Ventrue, the Lasombra's major rival in politics, and it seemed that Marconius bared no ill-will toward his former Clan. Also, many believed Marconius' success to be a mere quirk of fate. He got lucky and nothing more. They were unaware how right they were.
Excepting their appearance at Strasbourg, the Kiasyd are known to be a very passive bloodline. They have gained a reputation as quiet scholars, although younger members of the bloodline commonly go through a few century period of dramatic adventure in the name of knowledge. Marconius still holds Strasbourg to this day, despite repeated attempts by the Ventrue and their allies from France and Germany to retake it. He rules loosely, as few vampires live in the city regularly. A few of his brood live in the city with him, but most Kiasyd have their own, personal havens in libraries or historic ruins around the world.
As far as the experiment itself, many believe that the Lasombra trio used powerful magics to capture several unseelie sluagh (whispering tunnel crawlers and information gatherers) and eshu (travelling bards and storytellers with a preternatural luck for being in the "right place at the right time."). They point to the Kiasyd's appearance and ease of hiding and their phenomenal luck as evidence of the kiths involved. They then melded their faerie souls with the blood they obtained from the magi (the blood of "Zeernebooch, god if the underworld") and applied the mixture to the unsuspecting Marconius. Less forgiving theorists say that Marconius, perhaps full of the power of "Zeernebooch's" blood, consumed the fae whole, drinking their blood and their souls, fully aware of what he was doing. Another variant on this is the idea that Marconius (or another of the trio) Embraced the fae and then diablerized them. There is little to support this idea, however. Either way, the Kiasyd have fae blood as well as kindred vitae flowing through their dead veins.
As for where Marconius was after his exile and before Strasbourg, even less is known. Marconius has refused to ever speak of it, even flying into a rage at persistent questioners, breaking his usual calm demeanor with terrifying brutality. The most commonly believed rumor is that Marconius was taken to Arcadia by unseelie nobles and taught his powers of Mytherceria. Those more knowledgeable in Fae Lore and Gremayre dispute this, claiming that no fae would trust a vampire so much as to bring them into Arcadia. It is much more likely, they say, that Marconius was taken into a freehold or into the Near Dreaming. They are also doubtful to any claims that the unseelie sidhe sheltered Marconius out of a feeling of kinship, pessimistically saying that the sidhe wanted to study Marconius to understand the transformation. There is mention of a sidhe changeling (rare in that time) who wanted to incarnate into mortality permanently and become immortal. He lived in Spain, the center of Clan Lasombra's power, and disappeared just after the disastrous experiment. Most Lasombra believed that the fae had left the local vampiric court out of anger at the experiment. The suspicious and conspiracy theorists believe that the sidhe reappeared in Strasbourg just before Marconius and his childer, based on sketchy descriptions from frantic Ventrue.
Whatever the case, even the most optimistic of Kiasyd are deeply bothered by the fact that the gates to Arcadia closed forever a scant two centuries, a blink of an eye for an Elder, after Marconius' return and capture of Strasbourg. Did Marconius leave Arcadia of his own accord? Was he expelled? Was he ever actually there?
Etiquette is very important to the Kiasyd. All members of the bloodline treat each other as brothers, despite what reservations they may have. If two Kiasyd happen to encounter each other, they always indulge in some polite conversation and blood. The blood is often treated with fine wine and rare herbs to create enticing concoctions. Many a Toreador wishes she had the skill at blood preparation that the Kiasyd do. They almost never drink directly from a vessel, considering it "vulgar" and "dirty." Many Kiasyd had crystal goblets or finely engraved chalices that they prefer to feed with.
Oaths, duty and responsibility are important concepts that lie at the core of Kiasyd thought. A sworn oath is inviolate; there are no mitigating circumstances. All have a duty and a responsibility to their fellow Kiasyd and to their fae brethren. Succor and aid should be given without a second thought. Kiasyd will unite in the face of any opposition. While two individual Kiasyd may not like each other, and they may even actively undermine each others plans, they will never allow the other to be attacked by an outside force if it is in their power to help. "Me against my brother. My brother and I against the world." Many Kiasyd tell tales of ill-fated vampires who abandoned their duties and responsibilities and ignored their fellows in their time of need, or those who betrayed another Kiasyd or fae to an outside force. Every story ends with the offender's luck abandoning him in turn and often it actually turns on him. Such Kiasyd storytellers are great lovers of Greek tragedy.
Kiasyd are also among the most calm of vampires. They never anger or become agitated, though they still feel and express emotions. Even their frenzies are disturbingly silent and seemingly calm. A Kiasyd in a frenzy makes no excess noise and their facial expression barely changes, if at all. Even in Rotschreck their unearthly visages are menacingly calm.
While older Kiasyd invariably settle down to secluded havens with their stores of occult knowledge, younger Kiasyd are almost expected to be adventurous and explore to world for their first century or so. A few never really outgrow their "Indiana Jones" stage, and other Kiasyd generally look upon them as childish. Many point to Marconius himself as an example of the Kiasyd "cycle." When he appeared in Strasbourg, he was in a flurry, constantly flying about the city. Eventually though, it seemed that his energy was used up and he lapsed into the passivity common to older Kiasyd. However, this does not account for the centuries between his transformation and Strasbourg. Most Kiasyd believe that Marconius was taken to Arcadia by his faerie allies, and it was there that he developed his Discipline Mytherceria.
The only really close intra-Clan relationships are between Sire (or mentor) and childe (or student). This bond lasts throughout the Kisayd's unlife, and sire and childe often visit each other, if they don't live in the same city already.
All Kiasyd know that something is stirring Marconius from his passivity in Strasbourg, and many are worried. While most Kiasyd have increased their travels of late, meeting more and more with their fellows and the fae, many have become even more insular, retreating into their havens, coming out only to feed and scare off intruders. Even fellow Kiasyd have been turned away, something that up till now has been totally unheard of.
All of these changes occur rapidly, usually within the first night of two after the Embrace. The neonate must be locked up during this time, because the transformation is excruciatingly painful to endure. The newly dead vampire suffers uncontrollable fits of frenzy during this period of change. Rage and sadness sweep through the Kiasyd as she flits from one madness to another during this time, following no set pattern. Some never recover from this and must be killed out of mercy.
Fashion among the Kiasyd is a mark of true style. Most prefer dark clothing, and many wear expansive cloaks, outdated as they are. There is a distinct taste for the Victorian in the wardrobes of many Kiasyd, and the average goth would be right at home in a Kiasyd's clothing.
Among the younger Kindred, library and university basements are prized. Elders prefer castles and old ruins, often constructing vast underground networks of stone tunnels, often enlisting faerie aid. Either way, Kiasyd almost invariably choose to live and sleep below the ground, preferably in stone constructs.
Due to their trucking with the fae, many older Kiasyd pick up more than just Faerie Lore, some actually learn many odd Knowledges. Faerie Mechanics (called Gematria in the Nocker Kithbook, for those with access to it) allows for bizarre mechanical creations that defy logic, producing strange, preternatural effects. Sadly, such machines require highly developed Mytherceria to function fully and they inevitably break down, especially when under scrutiny or stress, and often malfunction rather spectacularly. Gremayre is another Knowledge that details even more exacting fae lore than the Knowledge Faerie Lore. Gremayre requires direct fae tutelage, and only those with the Fae Blood merit (kinain) can learn it, since it taps into their inner natures. The Kiasyd (and the fae) use it when creating Oaths or interacting with fae magic or chimera. Finally, Kenning is talent that comes naturally to the fae (and as a background to the kinain); a Kiasyd, however, is not so lucky. An Elder with Mytherceria 6 or above may develop Kenning as they would another talent. The effects are similar to always having Mytherceria 1 Fae Sight on at all times. Roll Perception + Kenning to see if the Kiasyd notices the fae nature of faeries she meets (average difficulty of 7), or powerful faerie glamours or enchantments (difficulty 8). The difficulty can vary dractically based on many factors (For those with Changeling: the Dreaming; Glamour rating, Banality, any Arts active, etc.), it is really up to the Storyteller.
It is from their fae nature that the Kiasyd derive their weakness. Cold Iron (unwrought and pure) causes quite a problem for them. Being around it increases all Frenzy difficulties by one (Rotschreck difficulties increase by two). Touching it causes an immediate Rotschreck roll, and also causes 1 health level of damage per turn (soakable only by Fortitude, but it is not aggravated). Actually being damaged by a cold iron weapon causes aggravated wounds.
Cold iron, specifically, is iron that has not been melted down during its working, which means that actual cold iron is really, really rare. Steel, and all alloys, do not count because they are not pure and have been melted (part of the alloying processes).
There are, however, some darker and more extreme Kiasyd who follow Paths of Enlightenment. The Path of Caine and the Path of Metamorphosis are the most common Paths, although walking down those require the abandoning of Self-Control for Instincts, and many Kiasyd frown on that. Path followers retort that they are abandoning not Self-Control, but a restraining and unnatural set of morals. Instincts, they claim, is in itself a better form of control, since it acknowledges the true nature of being a vampire.
The eldest of the Kiasyd are rumored to follow a stoic path, whispered about as the "Path of the Scorched Heart."
"The Kiasyd are demons clothed in flesh. Trust not their nice manners and polite smiles and 'How do you do?', they are maddened freaks behind their careful facades, and they are more than willing to twist your reality into any hell which pleases their whim. Malkavians with the blood of faeries running through their veins, the darklings could put one of the madmen to shame with his tricks."
The Camarilla: Petty children. How they fear the tread of their parents' feet by their door at night, all the while plotting mischief when they think no one is watching. Behind their false dignity and pathetic attempts at order and culture lies a void. At least the Sabbat is honest in their dealings; to them you are dinner. To the Camarilla, you a tool called "friend."
"They are under our dominion, as are all Kindred, but they deign to remain aloof and distant. Perhaps that is for the best, but when the End Times come, they will have no shelter."
The Inconnu: The few who understand, at least somewhat. The Jyhad is meaningless. The Camarilla-Sabbat War is meaningless. The Anarch War is meaningless. Detect a pattern?
"Often the odd ones out, the Kiasyd are deeper than they seem. Behind their smiles and manners lies a deeply unfathomable and inhuman nature. All Kindred are no longer human; the Kiasyd are no longer of this world. The superstitious called the fae the "Fair Folk" because they wanted to avoid their inhuman and illogical ire. Similar logic fares one well with these creatures of two worlds."
The Ravnos: Brothers in spirit if not in blood, these tricksters delight in playing with us. They always know more than they are telling, don't forget that. Do, however, extend them the courtesy you would a sibling, but trust them as much as you would rival relative. Older in blood and younger in spirit, the Ravnos still have a tie to the fae that is a mystery to us.
"Mysterious as they are odd, the Kiasyd are an enigma, and an extremely entertaining one at that. They seem fascinated by our powers of illusion, and they will go to great length to learn it. Beware toying with them, however, for they have the luck of Hanuman himself. Things always seem to go their way and they always know more than they let on."
The Malkavians: Madness does indeed grant them insight into the world behind the world, but they seem incapable of expressing their knowledge. Listen and watch the madmen, and take their words to heart. Hold the speaker close, however, and you embrace their madness. They seem fae-touched at times, but they are dangerous as well. Play with fire and risk getting burned. Play with a Malkavian....
"They keep a tight grip on their minds. Control is precious to them. Very, very, very precious. They forget that that which is most precious is most easily lost."
The Fae: Gruesomely tied by blood as we are, we share a long history and a longer tie. Do not treat them as if they were one of us, they are one of us. Extend them every courtesy and favor. They, like us, are more than they seem to the naked eye. Changelings can hide within the most mundane of shells, and their powers of misdirection and trickery are second to none. With the sluagh and the nockers, we keep close ties, as our interests often coincide. They are often quite surprised by our nature, for some reason it seems that the mere presence of "normal vampires" is painful to the fae-born. As an aside, Malkavians seem to share our trait of not being "poisonous" to the fae. That frightens me....
"Normally I would warn you away from any leech, the weight of their years bears down upon anyone near them and they are suffocatingly Banal, but the Kiasyd are different. Like the Malkavians, the Kiasyd seem blessed by the Tuatha De Danaan. They possess fae blood and can even affect the Dreaming, but they do not suffer from the same Bedlam that wracks the others' minds. Beyond even this, they are possessed of manners and etiquette that even our fae brethren often lack. Were they still not vampires, I would call them "sluagh" and "brother" and be done with distinctions."
(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.
Surreal Quality
(2 point flaw)
From Changeling: the Dreaming 2nd Edition
There is just something alluringly odd about you. Most Kiasyd look odd, but you seem to draw people to you, even if Obfuscated to look normal. People will walk over just to start a conversation with you, or choose you over another for a victim for one form of crime or another...
Chimerical Magnet
(3 point flaw)
From Changeling: the Dreaming 2nd Edition
For one reason or another, chimera actually like you, a lot. Chimera never leave you alone; they constantly tamper with your life. Dangerous faerie spirits will always attack you first. The cloud of malicious spirits surrounding you will make you the butt of constant pranks.
Spirit Mentor
(3 point merit)
From Changeling: the Dreaming 2nd Edition
Some spirit has decided that you are sorely in need of teaching. Whether chimera or another kind of spirit, the creature has become a mentor figure to you. While it may employ minor effects after a great deal of exertion, its main role is as teacher and advisor. Possible natures for the spirit include "helpful" chimera, ghosts, nature spirits, totems, etc. Characters with this merit must take the Mentor background to gauge the usefulness of the spirit's knowledge.
The Bard's Tongue
(1 point flaw)
From Changeling: the Dreaming 2nd Edition
You speak the truth, uncannily so. Things you say tend to come true. While not an ability at blessing or cursing, and not under conscious control, you will spew forth and uncomfortable truth about someone once per story. To avoid this, you must spend a point of Willpower and take a Health Level of damage from the strain of resisting.
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 faerie 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.
Changeling Ties
(3 point merit)
You have significant contacts in faerie society. Whether you're well known among sluagh circles or the local nockers, you have close friends among the fae. You can call upon aid and favors, but so can they....
Bedlam
(2-4 point flaw)
You are afflicted with Bedlam, a special breed of insanity brought on by too much exposure to the fae. For 2 points, you suffer minor hallucinations: color changes, hearing whispers, etc. For 4 points, the hallucinations and delusions are greater: the character believes he is in a fantasy realm, delusions of grandeur, acute paranoia, etc. There is a third threshold of Bedlam, but the effects are too debilitating for a starting character.
Playful Shadows
(1 point flaw)
The shadows you summon with Obtenebration don't quite do what you want them to. They don't actually disobey, per se, but neither do they behave. Possessed by mischievous chimera, the shadows will act on their own and perfom whatever pranks they can. Tentacles will move objects or trip up allies. Cloaks of shadow will cover and muffle your mouth during an important speech. Nothing actually dangerous, but certainly inconveniencing.
Ravaging
(7 point merit)
The Kiasyd can rip energy from mortals, living off their Glamour instead of blood. After forming at least a loose relationship with a mortal, the Kiasyd may roll Willpower (difficulty 6) to rip Glamour from the victim. Each success counts as one blood point gained (although the victim doesn't lose blood). For days (a number equal to the blood points gained) after the Ravaging, the mortal will be uncreative, passive and Banal. Seelie fae will not look kindly on a routine ravager. The Unseelie are a different story, however. The character must choose the method with which they rip Glamour, such as destroying love or hope, or causing despair.
Dexterous Toes
(1 point merit)
From Kithbook: Sluagh
Your toes were so lengthened by the Embrace that they are now prehensile. You can use them as a second pair of hands, just as well as you could if they actually were hands.
Prehensile Tongue
(2 point merit)
From Kithbook: Sluagh
Your change during the Embrace had some very strange effects. You grew a two foot long, prehensile tongue. While virtually useless in combat (this is not Serpentis two), this can be used to utterly disgust opponents.
Recluse
(3 point flaw)
From Kithbook: Sluagh
Beyond the normal Kiasyd proclivity toward aloofness, you nearly have a phobia about leaving your haven. Feeding is hard enough, but it takes a Willpower roll (difficulty 6) for you to leave your haven for any other reason. You are only truly comfortable at home, by yourself and suffer -1 to all dice pools unless you succeed in another Willpower roll.
Vibes
(4 point merit)
From Guildbook: Oracles
You get an instantaneous -- and usually accurate -- gut feeling about anyone you meet. There's no detail involved, just a visceral reaction as to whether someone is good news or not. Obviously, this involves asking your Storyteller for a reading. Just remember, the Vibes you get on someone are usually correct, but not always. Over-reliance on this merit can get you in very deep trouble indeed.
Bearer of Bad News
(1 point flaw)
From Guildbook: Oracles
Some Kiasyd are die-hard pessimists. They are quick to mention dire fates and consequences to any and all who will listen, but are loathe to say anything pleasant or uplifting. "Seek and ye shall find" is the best advantage a Bearer of Bad News can have. With an eye for gloom and doom, it's no wonder they find it so readily. With this flaw you are at -2 difficulties on all rolls to see something awful in the immediate future (via Mytherceria 3 or Auspex or whatever). On the other hand, you are unable to mention something good you see, even if the vision benefits you as well.
Rule of Three
(2 point flaw)
From Guildbook: Oracles
The root of the Wiccan faith -- "Whatever you do will return unto you threefold," -- is true for both positive and negative energy. You are cursed/blessed with this flaw, and everything you do reverberates back to you with three times the oomph you put into it. This flaw carries with it huge risks as well as some rewards. For, while all good you do gets showered back upon you, any harm that you do returns as well. As for the consequences of committing diablerie....
Serendipity Reversed
(3 point flaw)
From Guildbook: Oracles
You are always just in the wrong place at the wrong time, despite the legendary Kiasyd luck. You're the first vampire the mortal hunter decides to take out. You are the one the Prince always sees first when he's in a bad mood....
Kassandra Complex
(5 point flaw)
From Guildbook: Oracles
As punishment for spurning the love of Apollo, Kassandra received a devastating addendum to her gift of Sight -- no one would believe any of her predictions. No matter how accurate the reading, how clear your vision, or how often you have been proven correct in the past, your word carries no weight with those around you. Obviously, this flaw requires the full cooperation of the other players.
Speaking in Tongues
(5 point flaw)
From Guildbook: Oracles
When receiving a vision, your ability to communicate it is lost. What manages to emerge from your lips is horribly garbled, mangled to the point of incomprehension. The style of gibberish can be anything from ancient dialect no one knows to a mish-mash of different languages all strung together to a nonsense babble of hysterical sounds. Only one thing matters, though: In essence, no one can understand the divination, and thus no good can be extracted from it. Any attempt to transmit the content to the vision, whether written or spoken, falls prey to this misbegotten glossollalia. You can still act on what you've seen, but others may not understand what you're doing, and your explanations will do you no good.
Déjà vu
(7 point flaw)
From Guildbook: Oracles
You are destined to repeat the same thing over and over again. A snag in the loom of fate has caught your thread and warped you into a knot that is inescapable. You are doomed to find yourself in the same situations again and again, regardless of the choices you make. This is a very frustrating flaw.
Echoes
(2-5 point flaw)
From Changeling: the Dreaming
You faerie connection is stronger than others. As a result, you are more susceptible to old wives' tales of things which traditionally affect faeries.
For two points, salt thrown over the shoulder will ward you off and negate your Disciplines. You may physically attack them, but no supernatural abilities will work. Anyone knowing your true name may demand three services of you and you must follow the word of the command, but not the desire.
For three points, you may not enter a home without invitation, unless you perform a small favor for the residents. However, the invitation may come from anyone. Cold Iron in a residence will bar you from entering the place under any circumstances. Religious symbols of any sort will sort will prevent you from physically or magically affecting mortals. The sound of church bells cause you pain, just like Cold Iron (but only pain).
For four points, four leaf clovers have the same affect as religious symbols. If you pick up a clover, it will bring you good luck (cannot botch or gain the favor of someone powerful, etc) so long as the leaves remain intact. A mortal wearing his coat inside out is invisible to you. You may not cross running water, except by a bridge. Religious symbols repel you from mortals wearing them. The shadow of a cross causes a health level of damage per a turn of contact. Standing on holy ground causes one level of damage per turn as well.
For five points, mushrooms grow wherever you live, no matter where it is (they'll grow out of plush carpets). Chimerical creatures and other spirits can affect you with impunity, although you cannot necessarily see or affect them. Difficulties regarding things involving mystical interaction (Disciplines, etc.) with the fae or the Dreaming are reduced by 2, although those wearing cold iron or religious symbols are immune to your influence. You must make a Willpower roll (difficulty 7) to enter holy ground. Even if you succeed, you still take damage.
Every level of this flaw includes the previous ones as well. Buying the level 5 flaw makes you subject to all of the above.