Lairs

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Lairs

Lairs are a beast's home and source of their power

Lairs function as nodes equal to their ratings, drawn in from the primordial dream onto gaia. The beast chooses the aspect of their node though it cannot be mechanoi aspected. Within the lair passages lead wherever the beast chooses but there is always one path to the Heart chamber. Striking a beast’s heart chamber with their anathema automatically kills the beast. A beast can always return to their lair as an action no matter where they are in the world if the lair is intruded upon.

Lairs function similarly to the haven background in that they provide cover for the beast making them hard to find. It is rated out of 10, but a beast below legend 5 cannot have a liar rating past 5. Lairs also provide a passive defense rating to all attempts to sabotage it with bluebook actions equal to its rating, for example any attempts to find the lair or make their way through the lair. Finally all intruders must make a courage check equal to the level of the beast’s lair in order to enter the lair. If they fail they may try again another night.

Lair levels

Lair Level Minor Lair Traits Major lair Traits Actions to Find Actions to build
1 1 0 10 5
2 2 0 20 10
3 3 0 30 15
4 4 1 40 20
5 5 1 50 25
6 6 1 60 30
7 7 2 70 35
8 8 2 80 40
9 9 2 90 45
10 10 3 100 50
Legend Any the beast wants 5 Cannot be found without a hero 10 years

Minor Traits

Lairs have two types of traits minor and major, and a beast can have a number of traits unique to their lair rating. A lair can only begin taking major lair traits at lair rating 5. All beasts are immune to their own lair traits, and can make anyone they want immune to the effects of their lair. Beasts are automatically aware of where and how many intruders are in their lair unless the intruders are shielded by supernatural powers, and even then the beast is still alerted that the lair has been entered and may return normally.

Blazing light/Thunderous

  • The beast can impose this lair trait on intruders causing them to suffer from blindness, and those with heightened senses are stunned from the bright light and noise echoing all around the lair, unless they turn those senses off.

Blizzard

  • Snow blinds and chills the beast’s intruders, all intruders lose 2 steps and must spend an additional firearms retest to make a ranged attack.

Currents

  • Water runs through the lair barricading intruders, any who do not make a difficulty 4 athletics check are swept all the way out of the lair back to the entrance, characters need only make this check once per scene.

Echoing

  • All stealth challenges in the lair suffer a trait penalty equal to the lair’s rating.

Extreme cold/Heat

  • Intruders cannot heal damage except through supernatural powers.

Flooded

  • The lair counts as being in water, all intruders who need to stand on two legs take a physical trait penalty equal to the lair rating.

Fog/poor light

  • All intruders awareness checks in the lair suffer a trait penalty equal to the lair's rating.

Jagged/Swarms

  • Any intruder that is damaged inside the lair takes an additional point of damage as the walls dig in like teeth, or are assaulted by swarms.

Lair King

  • The beast gains bonus social and mental traits equal to lair rating while in their lair.

Maze

  • All intruders survival challenges suffer a trait penalty equal to the lair’s rating

Sealed exits

  • Once the intruder enters they cannot leave the lair. Doors are barred and windows sealed, cave entrances close. If the intruder attempts to break through the wall supernaturally they must defeat a static check equal to the lair’s rating to escape.

Slick

  • The beast and any it chooses gains [lair rating] steps inside its lair.

Stench/diseased

  • Supernatural miasma assaults the senses in the beast’s lair, all those who fail a self-control check(diff equal to lair rating), must spend 3 willpower or leave the scene.

Undergrowth

  • Any moving through the lair are stopped by growth and vegetation, players cannot move about the beast’s lair without breaking obfuscate or other stealth like powers.

Unstable

  • There are pits in the beast’s lair, any who step into one of them, must make an athletics check vs the lair rating or take 4L.


Major Traits

Burning

  • The lair is on fire, all the halls sweep with flame, characters who remain in the lair take 3A/turn

Corrosive

  • The lair is filled with acid, all creatures take 1 point of agg per turn and all objects without the durable tag lose 1 trait from the equipment bonus they provide per turn, when they reach 0 they are destroyed.

Darkness

  • All creatures entering the lair are blinded even if they can normally see in the dark, in addition they take a trait penalty to defense equal to the beast’s lair rating.

Earthquake

  • All intruders in the lair must spend an athletics test per step they wish to take, in addition every turn rocks fall on intruders heads dealing them 2B.

Engulfing

  • Once per round the lair may make a static attempt to grapple an intruder in muk, quicksand or the walls itself. The lair uses it’s rating as a static retest vs physicals(defense) or athletics. Targets so grappled have one turn to break the grapple after that they are immobilized in the lair until freed, they may spend a willpower each round to attempt to break the grapple again even while immobilized in this way.

Electrified

  • The beast’s lair swims with electricity dealing 3L per turn to all creatures, any target that ends their turn within 1 step of the walls takes another Lethal damage.

Heavy gravity

  • In the beast's lair physical exertion is exhausting, the cost for intruders to refresh physical skills is doubled.

Hurricane

  • Intruders can't make non-magical ranged attacks in the beast’s lair

Mirages

  • The Beast can use the 5 basic levels of chimerstry in it’s lair, substituting satiety for blood cost.

Suffocating/drowning

  • The lair lacks air, intruders that need to breath begin taking 2B/Turn. After a number of rounds equal to their survival+2 of taking this damage intruders fall unconscious. 3 turns after that they die.

Toxic

  • The beast inflicts a poison on all those who enter its lair, the poison seeps to the mind causing all intruders who enter the lair to lose ties on mental and social challenges.