Difference between revisions of "Hades Gate"

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=== ⚫ Sap the Soul ===
 
=== ⚫ Sap the Soul ===
  
'''Challenge''':  mental(occult)vs physical(defense)
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'''Challenge''':  Mentals(Occult, Disc Only)vs Physical(Defense, Disc Only)
 
'''Cost''':  One Blood
 
'''Cost''':  One Blood
'''Duration''': action
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'''Duration''': Action
  
The Kindred sap out some of the spirit of a single target draining a portion of their skills. The target loses retest in a physical skill of your choice equal to half your rating in their path rounded up.
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The Kindred saps out some of the spirit of a single target draining their determination and a portion of their skillset. The target loses retests in a Physical skill of your choice equal to The highest level of Hades Gate rating you've achieved, round up.
  
 
=== ⚫⚫ Grasp from Beyond  ===
 
=== ⚫⚫ Grasp from Beyond  ===
  
'''Challenge''': mental(occult)vs physical(defense)
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'''Challenge''': Mentals(Occult)vs Physical(Defense)
'''Cost''':  One blood
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'''Cost''':  One Blood
 
'''Duration''': Scene
 
'''Duration''': Scene
  
 
'''(Helper)'''
 
'''(Helper)'''
  
Summons a ghostly helper. On your helper action the ghost attacks a target of your choice. The ghost deals 1 lethal damage and reduces physicals by 1 for the scene as the damned hold down the target. as the ghost attacks from beyond the shroud and only those with death sight can see them this doesn't automatically break the masquerade. The ghost uses your occult to attack.
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Summons a ghostly helper. On your helper action the ghost attacks a target of your choice. The ghost deals 1 Lethal damage and reduces Physicals by 1 for the Scene as the damned hold down the target. As the ghost attacks from beyond the shroud and only those with death sight can see them this doesn't automatically break the masquerade. The ghost uses your Occult to attack.
  
 
=== ⚫⚫⚫ Dead Man's Escape ===
 
=== ⚫⚫⚫ Dead Man's Escape ===
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'''Challenge''': N/A
 
'''Challenge''': N/A
 
'''Cost''': One Blood
 
'''Cost''': One Blood
'''Duration''': action
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'''Duration''': Action
  
 
'''(Escape)'''
 
'''(Escape)'''
  
When activated the necromancer enters a state of between worlds that defies the shroud. The character who uses this power runs, invisibly to another scene in the deadlands. They have no control where they run to, but they will end up somewhere that is unoccupied, and "safe." When activated a rift leading to the deadlands is visible to every other character in sight may choose to enter it reflexively (does not cost anything) those characters also end up in the new scene and new combat but the rift behind them will be closed. When used this power goes off in Normal actions. If the character cannot touch the shroud. then this power fails when activated.
+
When activated the Necromancer enters a state of between worlds that defies the shroud. The character who uses this power runs, invisibly to another scene in the deadlands. They have no control where they run to, but they will end up somewhere that is unoccupied, and "safe." When activated a rift leading to the deadlands is visible to every other character in sight may choose to enter it reflexively (does not cost anything) those characters also end up in the new scene and new combat but the rift behind them will be closed. When used this power goes off in Normal actions. If the character cannot touch the shroud. then this power fails when activated.
  
 
=== ⚫⚫⚫⚫ Become Death ===
 
=== ⚫⚫⚫⚫ Become Death ===
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'''Challenge''': N/A  
 
'''Challenge''': N/A  
 
'''Cost''':  3 Blood
 
'''Cost''':  3 Blood
'''Duration''': scene
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'''Duration''': Scene
  
 
'''(Transformation)'''
 
'''(Transformation)'''
  
The Necromancer rips his soul free from his body and then possesses himself as though his is but a vessel for his soul. The Caster takes one less damage from all non- aggravated sources, as they truly no longer care about their corporeal form. They gain +3 Mentals and Physicals, and deal aggravated damage to wraiths. You may cast other necromancy paths in this transformation.
+
The Necromancer rips his soul free from his body and then possesses himself as though he is but a vessel for his soul. The Caster takes one less Damage from all non- Aggravated sources, as they truly no longer care about their corporeal form. This only applies against attacks dealing all Lethal or Bashing damage, even one point of Aggravated causes this not to work. If it matters, this Soak happens before Fortitude can be triggered. The Necromancer gains +3 Mentals and Physicals, and deals Aggravated damage to wraiths. You may cast other Necromancy Paths in this transformation.
  
 
=== ⚫⚫⚫⚫⚫ Undead Cage Match ===  
 
=== ⚫⚫⚫⚫⚫ Undead Cage Match ===  
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'''Challenge''': N/A
 
'''Challenge''': N/A
 
'''Cost''':  One Blood, 1 Willpower
 
'''Cost''':  One Blood, 1 Willpower
'''Duration''': 10 rounds.
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'''Duration''': 10 Rounds
  
The necromancer tears open the shroud in 10 step around him. Spectral hands and corpses grab and tear at everyone in the scene dealing 2L at the end of the round with no test. The remnants of the broken shroud form a barrier around the scene, preventing anyone from entering or leaving until the Necromancer falls, dismisses the spell, or 10 turns elapse. Escape powers and teleportation powers fail while this power is active.
+
The Necromancer tears open the shroud in an area with a radius of 10 steps around him. Spectral hands and corpses grab and tear at everyone in the scene dealing 2 Lethal at the end of the Round with no test. The remnants of the broken shroud form a barrier around the scene, preventing anyone from entering or leaving until the Necromancer falls, dismisses the spell, or 10 turns elapse. Escape powers and teleportation powers fail while this power is active.

Latest revision as of 15:18, 27 May 2024

Powers (Mental - Occult)

⚫ Sap the Soul

Challenge: Mentals(Occult, Disc Only)vs Physical(Defense, Disc Only) Cost: One Blood Duration: Action

The Kindred saps out some of the spirit of a single target draining their determination and a portion of their skillset. The target loses retests in a Physical skill of your choice equal to The highest level of Hades Gate rating you've achieved, round up.

⚫⚫ Grasp from Beyond

Challenge: Mentals(Occult)vs Physical(Defense) Cost: One Blood Duration: Scene

(Helper)

Summons a ghostly helper. On your helper action the ghost attacks a target of your choice. The ghost deals 1 Lethal damage and reduces Physicals by 1 for the Scene as the damned hold down the target. As the ghost attacks from beyond the shroud and only those with death sight can see them this doesn't automatically break the masquerade. The ghost uses your Occult to attack.

⚫⚫⚫ Dead Man's Escape

Challenge: N/A Cost: One Blood Duration: Action

(Escape)

When activated the Necromancer enters a state of between worlds that defies the shroud. The character who uses this power runs, invisibly to another scene in the deadlands. They have no control where they run to, but they will end up somewhere that is unoccupied, and "safe." When activated a rift leading to the deadlands is visible to every other character in sight may choose to enter it reflexively (does not cost anything) those characters also end up in the new scene and new combat but the rift behind them will be closed. When used this power goes off in Normal actions. If the character cannot touch the shroud. then this power fails when activated.

⚫⚫⚫⚫ Become Death

Challenge: N/A Cost: 3 Blood Duration: Scene

(Transformation)

The Necromancer rips his soul free from his body and then possesses himself as though he is but a vessel for his soul. The Caster takes one less Damage from all non- Aggravated sources, as they truly no longer care about their corporeal form. This only applies against attacks dealing all Lethal or Bashing damage, even one point of Aggravated causes this not to work. If it matters, this Soak happens before Fortitude can be triggered. The Necromancer gains +3 Mentals and Physicals, and deals Aggravated damage to wraiths. You may cast other Necromancy Paths in this transformation.

⚫⚫⚫⚫⚫ Undead Cage Match

Challenge: N/A Cost: One Blood, 1 Willpower Duration: 10 Rounds

The Necromancer tears open the shroud in an area with a radius of 10 steps around him. Spectral hands and corpses grab and tear at everyone in the scene dealing 2 Lethal at the end of the Round with no test. The remnants of the broken shroud form a barrier around the scene, preventing anyone from entering or leaving until the Necromancer falls, dismisses the spell, or 10 turns elapse. Escape powers and teleportation powers fail while this power is active.