Difference between revisions of "Path of Father's Vengeance"

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Father's Vengeance is more akin to a series of interconnected rituals than it is a path of thaumaturgy. Each level takes an action to cast and requires that the ritualist burn a possession of their targets as part of the casting. It must be an object owned by the character that they understand is theirs. Transient items ( ammunition, food wrappers, receipts) do not work.  Ie a Pen they carry for a night will count, but a spent bullet casing fired through their gun will not, the gun itself would, but the cardboard box the gun came in would not. Staff will make the chops with the target at the start of game. With the exception of the last power, it is impossible to figure out who cast these powers on you through magical means. All magical means of detection will simply say "the Father" did it. The item burned to cast the power is destroyed as part of the casting.
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Father's Vengeance is more akin to a series of interconnected rituals than it is a path of thaumaturgy. Each level takes an action to cast and requires that the ritualist burn a possession of their targets as part of the casting. It must be an object owned by the character that they understand is theirs. Transient items ( ammunition, food wrappers, receipts) do not work.  Ie a Pen they carry for a night will count, but a spent bullet casing fired through their gun will not, the gun itself would, but the cardboard box the gun came in would not. Staff will make the chops with the target at the start of game. With the exception of the last power, it is impossible to figure out who cast these powers on you through magical means. All magical means of detection will simply say "the Father" did it. The item burned to cast the power is destroyed as part of the casting. Path of Father's Vengeance uses the sabbat casting style and cannot be cast in any other casting style.
  
 
== Powers (Mental - Occult) ==
 
== Powers (Mental - Occult) ==
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=== ⚫ Zillah's Litany ===
 
=== ⚫ Zillah's Litany ===
  
'''Challenge''': Mentals (Occult) vs Socials (Willpower)
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'''Challenge''': Socials (Occult) vs Socials (Willpower)
  
 
'''Cost''': 1 Blood
 
'''Cost''': 1 Blood
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'''Duration''': Instant
 
'''Duration''': Instant
  
Success reveals all blood bonds, veniculi and related sect ritae currently active on the target, including the faces but not names of those the attachments reach
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Success reveals all blood bonds, veniculi and related sect ritae currently active on the target, including the faces but not names of those the attachments reach. These truths are born out on the character’s skin for all to see.
  
 
=== ⚫⚫ Crone's Pride ===
 
=== ⚫⚫ Crone's Pride ===
  
'''Challenge''': Mentals (Occult) vs Socials (willpower)
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'''Challenge''': Socials (Occult) vs Socials (willpower)
  
 
'''Cost''': One Blood
 
'''Cost''': One Blood
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'''Duration''': Night
 
'''Duration''': Night
  
The target gains the Nosferatu clan flaw for one night.  
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The target’s face and hands shrivel. Their Socials are halved for the night.  
  
 
=== ⚫⚫⚫ Feast of Ashes ===
 
=== ⚫⚫⚫ Feast of Ashes ===
  
'''Challenge''': Mentals (Occult) vs Socials ( willpower)
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'''Challenge''': Socials (Occult) vs Socials (willpower)
  
 
'''Cost''': One Blood
 
'''Cost''': One Blood
  
'''Duration''': Lasts one week
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'''Duration''': 5 Actions
  
The target cannot ingest blood and will vomit out any they attempt instead they must consume one pint of blood-soaked ashes per blood point they wish to regain. These ashen blood points cannot be used to increase physicals or fuel disciplines only to heal and awaken. Blood currently in their system at the time of casting can still be used for disciplines and physicals.
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The target begins vomiting up blood. One of their blood per turn is spent each turn, retching forth Ash, as their blood is forcibly converted to ashes. A Kindred cannot be affected by this power a second time until the first is finished.  
  
 
=== ⚫⚫⚫⚫ Uriel's Disfavor ===
 
=== ⚫⚫⚫⚫ Uriel's Disfavor ===
  
'''Challenge''': Mentals (Occult) vs Socials ( willpower)
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'''Challenge''': Socials (Occult) vs Socials (willpower)
  
 
'''Cost''': One Blood, One Willpower
 
'''Cost''': One Blood, One Willpower
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'''Duration''': One Night
 
'''Duration''': One Night
  
Target takes one aggravated damage from direct contact with moonlight and is 2 traits down on physicals while in any room with a light on.  
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Target takes one unsoakable aggravated damage from direct contact with moonlight each round they are in the moonlight and is 2 traits down on physicals while in any room with a light on.
  
 
=== ⚫⚫⚫⚫⚫ Valediction ===  
 
=== ⚫⚫⚫⚫⚫ Valediction ===  
  
'''Challenge''': Mentals (Occult) vs Socials ( willpower)
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'''Challenge''': Socials (Occult) vs Socials (willpower)
  
 
'''Cost''': One Blood, One Willpower  
 
'''Cost''': One Blood, One Willpower  
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'''Duration''': One night
 
'''Duration''': One night
  
Subject returns to their original generation, temporarily losing all traits, disciplines, and willpower their current generation cannot sustain. Power lasts for one night.  
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Subject returns to their original generation, temporarily losing all traits, disciplines, and willpower their current generation cannot sustain. Power lasts for one night. If the person has never committed diablerie their generation still worsens by one for the night. This can be used repeatedly on separate turns to knock someone down by a maximum of 3.
If the person has never committed diablerie their generation still worsens by one for the night. Unlike the other levels of this power, the target knows exactly who cursed them, should they be afflicted with this power successfully.
 

Latest revision as of 13:57, 12 June 2023

Father's Vengeance is more akin to a series of interconnected rituals than it is a path of thaumaturgy. Each level takes an action to cast and requires that the ritualist burn a possession of their targets as part of the casting. It must be an object owned by the character that they understand is theirs. Transient items ( ammunition, food wrappers, receipts) do not work. Ie a Pen they carry for a night will count, but a spent bullet casing fired through their gun will not, the gun itself would, but the cardboard box the gun came in would not. Staff will make the chops with the target at the start of game. With the exception of the last power, it is impossible to figure out who cast these powers on you through magical means. All magical means of detection will simply say "the Father" did it. The item burned to cast the power is destroyed as part of the casting. Path of Father's Vengeance uses the sabbat casting style and cannot be cast in any other casting style.

Powers (Mental - Occult)

⚫ Zillah's Litany

Challenge: Socials (Occult) vs Socials (Willpower)

Cost: 1 Blood

Duration: Instant

Success reveals all blood bonds, veniculi and related sect ritae currently active on the target, including the faces but not names of those the attachments reach. These truths are born out on the character’s skin for all to see.

⚫⚫ Crone's Pride

Challenge: Socials (Occult) vs Socials (willpower)

Cost: One Blood

Duration: Night

The target’s face and hands shrivel. Their Socials are halved for the night.

⚫⚫⚫ Feast of Ashes

Challenge: Socials (Occult) vs Socials (willpower)

Cost: One Blood

Duration: 5 Actions

The target begins vomiting up blood. One of their blood per turn is spent each turn, retching forth Ash, as their blood is forcibly converted to ashes. A Kindred cannot be affected by this power a second time until the first is finished.

⚫⚫⚫⚫ Uriel's Disfavor

Challenge: Socials (Occult) vs Socials (willpower)

Cost: One Blood, One Willpower

Duration: One Night

Target takes one unsoakable aggravated damage from direct contact with moonlight each round they are in the moonlight and is 2 traits down on physicals while in any room with a light on.

⚫⚫⚫⚫⚫ Valediction

Challenge: Socials (Occult) vs Socials (willpower)

Cost: One Blood, One Willpower

Duration: One night

Subject returns to their original generation, temporarily losing all traits, disciplines, and willpower their current generation cannot sustain. Power lasts for one night. If the person has never committed diablerie their generation still worsens by one for the night. This can be used repeatedly on separate turns to knock someone down by a maximum of 3.