Difference between revisions of "Blodplattar:"

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(Created page with " Blood Chefs who create alchemical concoctions for the rich and powerful and use Drugs to hold down the masses. Services * Sells Blood Dishes that provide temporary benefits...")
 
 
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Blood Chef recipes:
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==== Blood Chef recipes: ====
  
 
'''“Bliss”'''
 
'''“Bliss”'''

Latest revision as of 14:01, 17 May 2023

Blood Chefs who create alchemical concoctions for the rich and powerful and use Drugs to hold down the masses.

Services

  • Sells Blood Dishes that provide temporary benefits. Each is sold as a dinner set of 4.
  • Can be called on to increase one's clan status by sending gift baskets. Does not work for Brujah
  • Can start a drug epidemic in a city.

Partner Benefits

Gains access to Blood Chef Recipes, and can order rare reagents for a dish for free once a month. And can learn and cast Vine of Dionysus as though it was a discipline, using Expression as the retest. The partner can also make 1 Elysiums worth of a Drug once a year for a single action.

Executive Benefits

Possesses the personal numbers of every Justicar. Gains a bonus dot of Expression. Can make one Expression check for free each month.


Blood Chef recipes:

“Bliss”

Req: Presence 1

This highly addictive concoction of changeling blood, gold, Blue curacao and other reagents. Is highly addictive. it gives the consumer one * Blissed Out* retest that acts as a skill retest combinable with a single skill chosen when the drink is made. After consumption, the consumer gets the Flaw: Withdraw permanently. Withdraw is a 1-pt flaw that applies a 1-trait penalty to all actions in scenes where the target has not consumed Bliss or drank Changeling blood. In addition Changelings trigger a 2-trait hunger frenzy for as long as they have the flaw.

Veins Crack

Req: Dominate 2

The vampire makes Crack, from their Blood. It can be deployed as an action. On the month it was deployed, the vampire is +2 traits on all lower class mortals. (resources 1+2)

Trigger Warnings.

Req: Animalism 2

This Werewolf blood, Jagermeister and whiskey concoction gives the target a point of Rage. The Vampire cannot spend this Rage unless they are in Frenzy. The Vampire can spend this Rage in addition to Blood while in frenzy for an additional action or to heal 2 Lethal. Once taken, the imbiber is down 2 traits on all frenzy challenges for the remainder of the evening.

Red Cocaine

Req: Dominate 2

The vampire makes Cocaine, from their Blood. It can be deployed as an action. On the month it was deployed, the vampire is +2 traits on all upper class mortal ( resources 2 and 3)

An Understanding

Req: Dominate 3

This is a mixture of a specific type of supernatural Blood and Absinthe. The Kindred comes to understand the creature on an emotional level. For the scene, they may use their lore for said creature type on a single skill ( Decided when consumed) against the creature type, and gain +2 traits. However for the rest of the evening they feel divorced from their kindred nature and suffer a -2 trait penalty against all Kindred.

Truth Serum

Req: Presence 3

This mixture of Deviant and Promethean “Blood” alongside Tequila, forces the drinkers to tell the absolute truth without filter for the next hour. Their Self-Control rises by one while under the effects. Attempts to hide, conceal or dodge a direct question cause the Vampire physical agony and result in them suffering an unsoakable aggravated damage.

Psycho-Delics

Req: Presence 4 Auspex 3

This Mixture of Mage Blood, Beast Blood, Fruit punch and Everclear. Allows the Kindred to see into the High Umbra. It also reduces their Mentals by 5. Mortals who drink it gain a permanent derrangement. High umbral spirits can hear the Kindred but not see or interact with them on any deeper level. The effect lasts about an hour, after which the Kindred is one trait down on all fear