Difference between revisions of "Key of Cold Wind"

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=== ⚫ Scrapbooking===
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[[Haunts]]
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'''Passive:''' Possessing the Key of Cold Wind adds your Synergy to your steps per round.
  
'''Challenge''': None
 
'''Cost''': One Plasm,
 
'''Duration''': Instant
 
  
The Geist can take the disassembled pieces of an item or corpse, and put them back together. So long as the Geist has 75% of the item they are capable of reassembling it.
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=== ⚫ River Waters ===
== '''The Tomb''' ==
 
  
=== ⚫⚫ Cracking the Tomb===
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'''Challenge''': None
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'''Cost''': One Plasm
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'''Duration''': Scene
  
'''Challenge''': Mentals(Security) vs static Level of magical ward
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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, or enter the underworld.
'''Cost''': One Plasm
 
'''Duration''': Instant
 
  
The Geist is not unfamiliar with things trying to keep them out. Touching any locked door or window and spending a Plasm causes it to come unlocked. Against warded or magical locks the Geist must make a Mentals Vs the quality of the magic (5traits 1 retest per level of the warding.)
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== '''The Void''' ==
  
'''Combo:''' For each additional Plasm spent, the Geist can cause another door, window or entry in the building to slam open randomly. This distraction is extremely unnerving to those inside.
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=== ⚫⚫ Let The Darkness In===
  
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'''Challenge''': None
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'''Cost''': One Plasm
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'''Duration''': Scene
  
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You dim all the lights in an area. Everyone suffers the effects of Blindness except members of your Krewe.
  
=== ⚫⚫⚫ Quick tomb!===
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=== ⚫⚫⚫ The End of All Things===
  
'''Challenge''': None
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'''Challenge''': Physicals(Survival) vs physicals(defense)
 
'''Cost''': One Plasm
 
'''Cost''': One Plasm
'''Duration''': Night
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'''Duration''': Instant
  
By spending a plasm the geist creates an instant shelter around themselves, appropriate for their environment. This structure is suitable for the skinlands and the deadlands. It has Synergy in health levels of damage it can take before shattering. The shelter always appears at the end of the round, just before explosives go off.  
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The Geist may target any creature covered in shadow. With this power he opens a massive vacuum in space time, sucking the targets body into the Labyrinth. This power deals 2 ag +1 ag for each additional plasm spent by other members of the Krewe. If the target is undead it has a base damage of 3 ag. The Damage cap on the attack also rises with each additional geist who adds in.  
  
Combo: Each krewe member can spend a plasm to increase the health levels of the haunt by 2 to a maximum of 10, or spend a plasm to jump into the Geist's structure when it comes up, shielding yourself from any explosives.
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'''Combo''' When activated, any other Geist in the Krewe with this power may spend a Plasm reflexively to add to the damage of the consuming void.  
  
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== '''The Ice''' ==
  
== '''The Wasteland''' ==
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=== ⚫⚫ The Hungry Ice Spear===
  
=== ⚫⚫ Sinkhole===
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'''Challenge''': None
 
 
'''Challenge''': Mentals(Craft) vs Physicals(Athletics)
 
 
'''Cost''': One Plasm
 
'''Cost''': One Plasm
 
'''Duration''': Scene
 
'''Duration''': Scene
  
By spending a plasm the sin-eater makes a hole in the ground filled with ravenous specters. If the target falls into the hole by failing a mentals(crafts) vs physicals (athletics) test they begin to lose willpower and energy at a rate of 1 per round as the spectres eat it away. They may attempt a new athletics test at the start of every round.
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The Geist may produce a blade of Ice from her hand. The Blade is a basic long sword( 3 traits, 2 lethal). If the Geist uses a Memento as the handle of the Blade it gains 1 trait and 1 damage ( or adds one trait and one Lethal to the damage of the Memento weapon). If the Geist destroys a Memento as part of the summoning of the blade it in addition gains 3 traits ( if the Memento was a Dark one) or 1 damage and changes that damage to agg against undead (If it was a Light Memento)
  
  
=== ⚫⚫⚫ Sands of Memory===
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=== ⚫⚫⚫ The Wrong Way Door===
  
 
'''Challenge''': None
 
'''Challenge''': None
 
'''Cost''': One plasm
 
'''Cost''': One plasm
'''Duration''': One Scene
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'''Duration''': One Week
 
 
By spending a plasm the geist summons up a storm of labyrinth dust to the scene. The Sands of the Labyrinth rip and tear at the bodies of everyone who perceives it. The Sandstorm renders anyone viewing the people within it completely oblivious to what's happening right over there. Supernaturals will see the sandstorm but no senses can penetrate it. Everyone in the sandstorm loses a willpower each turn they take any action besides leaving the sandstorm. This includes the user of the power. Lastly the sands erode the fabric of reality and leave the area a shallowing for 5 days after.
 
  
'''Combo:''' Members of the Krewe can spend a Plasm to render themselves exempt from the effect of the sandstorm.
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The Geist Freezes and then shatters the shroud opening a doorway sized wound in the Umbra allowing her and her Krewe to pass through. She may pay a Plasm for any other creature to pass through for one minute. The doorway remains for a week. Especially powerful spectres and wraiths can force their way through though so be careful.

Latest revision as of 23:26, 17 April 2023

Haunts

Passive: Possessing the Key of Cold Wind adds your Synergy to your steps per round.


⚫ 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, or enter the underworld.

The Void

⚫⚫ Let The Darkness In

Challenge: None Cost: One Plasm Duration: Scene

You dim all the lights in an area. Everyone suffers the effects of Blindness except members of your Krewe.

⚫⚫⚫ The End of All Things

Challenge: Physicals(Survival) vs physicals(defense) Cost: One Plasm Duration: Instant

The Geist may target any creature covered in shadow. With this power he opens a massive vacuum in space time, sucking the targets body into the Labyrinth. This power deals 2 ag +1 ag for each additional plasm spent by other members of the Krewe. If the target is undead it has a base damage of 3 ag. The Damage cap on the attack also rises with each additional geist who adds in.

Combo When activated, any other Geist in the Krewe with this power may spend a Plasm reflexively to add to the damage of the consuming void.

The Ice

⚫⚫ The Hungry Ice Spear

Challenge: None Cost: One Plasm Duration: Scene

The Geist may produce a blade of Ice from her hand. The Blade is a basic long sword( 3 traits, 2 lethal). If the Geist uses a Memento as the handle of the Blade it gains 1 trait and 1 damage ( or adds one trait and one Lethal to the damage of the Memento weapon). If the Geist destroys a Memento as part of the summoning of the blade it in addition gains 3 traits ( if the Memento was a Dark one) or 1 damage and changes that damage to agg against undead (If it was a Light Memento)


⚫⚫⚫ The Wrong Way Door

Challenge: None Cost: One plasm Duration: One Week

The Geist Freezes and then shatters the shroud opening a doorway sized wound in the Umbra allowing her and her Krewe to pass through. She may pay a Plasm for any other creature to pass through for one minute. The doorway remains for a week. Especially powerful spectres and wraiths can force their way through though so be careful.