StormCaller

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StormCaller

⚫ Mastery of the Elements

Challenge: N/A Cost: 1 Blood, 1 Wp Duration: Action

By invoking the spirits bound centuries ago by one of Tremere's earliest kindred apprentices, the Kindred is able to show their dominance over the mundane effects of the weather. By spending a blood they may cause any one of these effects to occur. Only one may be active by the caster.

  • Fog - Cause a thick fog to roll into the area. The fog is thick enough to block out the sun for 3 rounds before it dissipates and it inflicts a -2 trait penalty to sight based Awareness/ Investigate tests. (Can be used indoors)
  • Precipitation - Cause it to start raining or snowing. All Drive and Firearm tests are made at a -2 trait penalty. Any non magical fire is put out. All fire based entities take a level of lethal each round. (Can not be used indoors)
  • Winds - Cause gusts of wind start blowing through the area, hard enough to blow trash cans away and fell dead trees. This power causes everyone in the scene without might to move 1 step in any direction, chosen by the caster. This effect triggers at the top of the next round and can not be used more than once in the scene. (Can not be used indoors)
  • Storm - Cause a thunderstorm to move into the area. Anyone wearing armor or wielding a weapon takes 1L (Aggravated to any living being) in the Explosives tick. Wooden weapons are immune to this effect. (Can not be used indoors)
  • Misc - The caster can also choose to cause any natural weather phenomenon that occurs regularly in the area. These will not have any systemic benefits.

⚫⚫ Torrential Downpour

Challenge: N/A Cost: 1 Blood for solo cast, no cost for upgrade Duration: 1 Scene

Upgrade: This power upgrades the effects of Precipitation. Making a Firearms or Atheltics (Thrown) attack requires the attacker to burn a retest before making an attempt. Also any Fire based powers take an extra resource [Blood, Gnosis, Pyros to activate]. Anyone currently under the effects of fire based transformations must make a simple chop, if they lose, their transformation ends.

This precipitation is so extreme that in many cities it would cause flooding, but Florida is uniquely suited to handling applications of this power.

Solo Cast: Alternatively, the character can create a localized rain storm to put out a fire even indoors.

⚫⚫⚫ Gale Force Winds

Challenge: N/A Cost: 1 Blood for solo cost, no cost for upgrade Duration: instant

Upgrade: This power upgrades the effects of Winds. The steps inflicted by the Caster increase from 1 to 3 and as long as the caster is not torpored they may spend an additional Blood to continue the effect until the scene ends. Moving 1 step costs 2 steps for the duration of the power. After this power is finished, the scene is now destroyed as absurdly powerful winds have ripped through the area, tearing roofs off homes and knocking trash cans into the next county.

Solo Cast: Alternately, The caster send a message on the winds to another who is in the same city. They may make 5 exchanges before another blood must be spent, the solo cast may be used indoors.

⚫⚫⚫⚫ Call forth the Lightning

Challenge: N/A Cost: One Blood for solo cast, no cost for upgrade Duration: 1 Scene

Upgrade: This power upgrades the effects of Storm. The base damage of the Storm is upgraded to 2L (Aggravated to any living being), and they no longer take damage from their own lightning.

Solo cast: The caster may overcharge any piece of technology for the scene, causing into function without electricity or other powers(gas, steam etc) after which it will cease to function unless repaired, this can be used indoors.

Master Level---------------------------

⚫⚫⚫⚫⚫ Great Storm (Tzimisce)

Challenge: Mentals(occult) vs Physicals(athletics) Cost: 1 wp(temp), 1-5 blood. Duration: 1 Scene

Summons a powerful storm across a city. Rain falls from the skies, lightning burns the ground and wind blows powerfully enough to create small twisters. Property damage is assured. In addition the Koldun can spend an action to summon a bolt of lightning from the sky to strike his target for (4A) each turn for no cost Mentals (Occult) vs Physicals (Athletics). The storm is summoned for 1 blood, but for each additional blood spent that turn and in subsequent turns, one of the effects of level 1 manifests. (So For a Gen 8 kindred on the first turn they can summon a lighting bolt and manifest 2 effects for 3 blood, and on the 2nd turn may spend 2 more blood for the additional 2 effects to manifest. A gen 12 kindred would have to spend blood for 5 turns to get the full effect)

⚫⚫⚫⚫⚫ Hunter's Wind(Assamite)

Challenge: None

Cost: 1 Willpower (Temp), 1 blood, 1 ag health level

Duration: 1 Scene or until dismissed

(Transformation) Character becomes intangible and cannot affect anything material even conjured items or magical fields. The caster may carry pocket sized item but cannot have any active enchantments or disciplines on their person when activating this form. The caster clothes (save unenchanted basic garments) fall to the ground. They do not pass through any of the various umbrae, astral realms spirit worlds or whatnot but are physically intangible, and cannot be detected by anything astral or umbral either as they are only in the physical. If they use it when in a various umbral realm it functions the same, but things in that realm are treated as physical. The caster also cannot use pr benefit from any disciplines while in this form. The caster also cannot be affected by any disciplines or attacks in this form. This power lets you walk through walls.

⚫⚫⚫⚫⚫ Form of the Storm (other)

Challenge: None

Cost: 1 Willpower (Temp), 1 blood

Duration: 1 Scene

(Transformation)With the fifth level of Stormcaller, you become the weather, an avatar of storms. All of your possessions immediately fall to the ground when this power is activated, and you gain the following benefits.

  • You win ties against any ranged attack.
  • All non-Aggravated attacks against you do only one level of Damage.
  • You cannot be staked or grappled while in this form.
  • Your speed increases by five steps. You can not hold weapons in this form, but your brawl attacks move targets 5 steps in any direction.
  • All fire-based damage deals an additional level of damage in this form, as the winds whip the flame through their body.