Difference between revisions of "Key of Passage"

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[[Haunts]]
 
[[Haunts]]
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Passive: Possessing the Key of Passage lets you exchange Plasm for Willpower a number of times per night equal to Synergy
  
 
== '''The Drachma''' ==
 
== '''The Drachma''' ==

Revision as of 17:08, 22 March 2022

Haunts

Passive: Possessing the Key of Passage lets you exchange Plasm for Willpower a number of times per night equal to Synergy

The Drachma

⚫ Coins of Emotion

Challenge: None Cost: Coin worth at least 50$ Duration: Instant

Synergy times per night a geist can convert a coin worth at least 50$ into a unit of pathos or plasm. These coins can be given to wraiths or sin-eaters.

⚫⚫ Plasm-Forging

Challenge: None Cost: one plasm, 5000$ Duration: Instant

The sin-eater can spend a plasm and 5,000$ to instantly create any Memento though it lasts only for the scene before crumbling to dust. A Geist can only do this once a night.

⚫⚫⚫ Two-Sided Coin

Challenge: None Cost: None Duration: Instant

Pick a memento in your possession you can use both it’s light and dark effect(This does not double the bonus from keys). You can change the memento affected by this power with an action.

The Oar

⚫ River Waters

Challenge: None Cost: One Plasm Duration: Scene

By spending a plasm you can enter one of the rivers of death for the scene or the tempest safely and breathe in it without suffering adverse effects. You can also use this power to breathe underwater in the real world.

⚫⚫ Tempest Clear

Challenge: None Cost: One Plasm Duration: One scene, or instant

By spending a plasm you can walk across the tempest for the scene to a safe location on a byway. This can drop the difficulty of a travel action by 5. The geist can also activate this in a moment of danger to instantly fall into the deadlands. (Celerity 4 style)

⚫⚫⚫ Phantom Wings

Challenge: None Cost: One Plasm Duration: Sciene

Your fusion with your geist has increased slightly allowing you to access some of its Argos. You sprout 2 black wings that grant you flight with no additional steps and once per round you may call an additional defense or athletics retest. You may activate this power at the top of the round for a plasm.