House

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House

Joining a House of ClanTremere represents a greater dedication to the clan as a whole. All Tremere are members of House Tremere. However, within house Tremere there are a variety of Sub houses that focus the research of members in a myriad of ways. Joining a house requires 6xp. Members of a House gain the benefits and drawbacks associated with the house. A Tremere can only be in one House.

Focused Path: The Tremere gains +1 trait when casting magic of this Path
Antithetical Path: The Tremere cannot cast spells of the specified path.
Bonus to Ritual research concerning: The Tremere gains a 1 point bonus on all ritual research that falls under the following category ( Staff decides what does and doesn't qualify)
House Dues: The Tremere loses all but one action each January, as their time is called in by the House. ( The Tremere can ask for a one month delay if they have a good reason)
Power Enhancement: The Tremere specializes in the focus path and improves one level of its magic, upon mastering the path.

Trismegistus: Symbolism, Numerology

Movement of the Mind

Anti Green

Power Enhancement - Level 5 movement of the Mind Shield, provides one additional health level.

Hashem: Kabbalah

Counter Thaum

Anti - Mars

Power Enhancement - level 5 Counter Thaum provides +5 traits instead of 4

Rodolfo: Divination

Weather Control

Anti - Technomancy

Power Enhancement - If it is already raining, removes the willpower cost from level 5 of Weather control

Crone: Life

Spirit Manipulation

Anti: Mastery of the Mortal Shell

Power Enhancement - The Thaumaturge may give more complex, (up to 3 sentence commands) to Spirits using level 3

Horned society: Infernalism

Lure of Flames

Anti: Neptunes Might

Power Enhancement: It does not cost a blood to use Lure of Flames level 1

Aurum Guild: Money

Hearth Path

Anti: Hand of Destruction

Power Enhancement: You may cast each of the levels once per month without using an action.

Praesidium: War

Mars

Anti: Corruption

Power Enhancement: Strike True lasts for two attacks when cast on oneself.

Ab Fleidd: Nature

Green path

Anti: Lure of flames

Power enhancement: Level 2 of Green path. You improve the weapon further to provide an additional trait and damage.

Amethyst: Espionage

Mastery of the Mortal Shell

Anti: Spirit Manipulation

Power Enhancement: The Fortitude requirement to resist seizure is increased by one.

Ipsissimus: Anarchy

Corruption

Anti: Hearth Path

Power Enhancement: Venomous words increase in scope to allow the caster to name any ability. Traits while using that ability are capped at conscience + self-control.