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Don't forget the Maeghars |
…into mytherceria
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About The Pull Request
Reimplements the unique discipline of the fae-touched Kiasyd. (pg. 455, V20)
Disciplines
• Folderol
The Kiasyd can cleave truth from lies. The exact effect varies from vampire to vampire. Some Kiasyd experience bleeding from the eyes or ears when they hear a lie, while some Weirdlings’ eyes glow when told a falsehood. Whatever the effect, this power detects lies, not mistakes, meaning that a target has to know he is lying in order for this power to work.
When activated, select a living target within 7 tiles. They will be prompted to answer whether or not the their last statement was a deliberate lie. There is no roll and no expenditure of Blood. This has a cooldown of 1 Scene.
•• Fae Sight
The Kiasyd sees faeries and other faetouched mortals for what they really are, with no roll required. Additionally, the player can detect any form of magic that does not stem from ghosts or the undead, including magic from mages, werewolves, and other such odd sources. The character can recognize these for what they truly are, provided he has seen similar effects before.
When activated, gain the ability to detect non-undead magic and see it for what it really is. Reveals the true form of Fae, the animal-spirit of Changing Breeds, or the Avatar and spells of a Mage as a spectral image. Cannot detect magic related to Vampires, Wraiths, Mummies, or Hungry Dead.
••• Aura Absorption
The Kiasyd is capable of seeing images of events and emotions past by touching an object or an area. However, unlike the Auspex Power The Spirit’s Touch, this power absorbs the images, making them harder for other beings with similar powers to access. Anyone attempting to use this power, Spirit’s Touch, or a similar ability to see what the Kiasyd has seen finds that the images are hard to hold, slipping through his mind’s eye like minnows through a stream.
Operates identically to The Spirit's Touch. However, anyone who attempts to use Aura Absorption or The Spirit's Touch will ~~have their successes subtracted by the Kiasyd's successes.~~ need to beat the user's successes.
•••• Chanjelin Ward
The vampire inscribes a ward on an object, a location, or a person. That ward disorients and befuddles anyone that sees it, meaning that even if an intruder can penetrate a Weirdling’s security and steal an object of value, he’s unlikely to be able to find his way to the exit. Spiteful Kiasyd use these wards as punishment — one story tells of a Weirdling that drew a ward on an enemy’s shirt as dawn approached, and then watched (from safety) as the unfortunate vampire burned in the sun, unable to remember which way to run.
When activated, select a target that you can physically touch including an object, a mob, or a turf. The Ward takes 10 seconds if the users Dexterity + Occult is equal to or greater than 5, and takes a mere 5 seconds when the user's Dexterity + Occult is equal to or greater than 8. When placed on an object, anyone coming into contact with that object (such as picking it up or otherwise touching it) suffer a severe movement speed penalty and a short period of randomized controls. When placed on a mob, they also suffer from this penalty. When placed on a turf, it functions as a tripmine.
••••• The Riddle Phantastique
The Kiasyd whispers a riddle to an opponent, and the riddle consumes his mind. The target can do nothing until he solves the riddle, and no one can help him — answers provided by others, even correct answers, fail to counteract this affliction.
The Kiasyd spends 15 seconds preparing a riddle and answers for later use. When the time is right, the vampire spends 1 second whispering a riddle into the ear of a target and rolls Manipulation+Occult with a difficulty of the target's current willpower. The target is completely immobilized and rendered single-minded until the riddle is solved correctly. The target is given a list of pre-prepared answers that they may choose from, or can attempt to roll Wits + Occult to solve the riddle automatically with a difficulty of 8 plus the amount of derangements the target has (max 10). The auto-solve roll may be made once per turn. Successes count towards the total cumulatively. If the incorrect answer is given or the auto-solve roll is Botched, the target loses all accumulated successes and sustains internal organ damage or a serious physical wound. The damage is impossible to heal until the riddle is solved. The riddler can end this trance by telling the victim the answer. If someone other than the riddler tells the victim the answer, they lose their accumulated auto-solve successes. Bystanders can only reset the target's successes once per scene per person to prevent sandbagging.
Why It's Good For The Game
Kiasyd discipline!! yippee!!
Changelog
🆑
add: Mytherceria
/:cl: