Difference between revisions of "Key of Deep Waters"

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(Created page with "=== ⚫ Silence of Death === '''Challenge''': None '''Cost''': One Plasm '''Duration''': scene The Geist creates a zone of complete silence. The zone can be as large as a ro...")
 
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=== ⚫ Silence of Death ===
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=== ⚫ Awash in Unknown Tides ===
  
'''Challenge''': None
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'''Challenge''': Courage vs Synergy
 
'''Cost''': One Plasm
 
'''Cost''': One Plasm
'''Duration''': scene
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'''Duration''': One scene
  
The Geist creates a zone of complete silence. The zone can be as large as a room or as small as a person but no sound travels outside of that area. Alarms fail, screams go unheard and deaths go unnoticed. The Geist gains a bonus on all stealth checks while in the area equal to their synergy.  
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For a plasm water begins to pour into the scene from any source, this water can wash away memories of the scene if humans touch the water they will leave the scene, supernaturals get a courage test. Difficulty equal to the Geists Synergy.  
  
  
== '''The Boneyard''' ==
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== '''The Well''' ==
  
=== ⚫⚫ King of Bones===
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=== ⚫⚫ Caul of the Tempest===
  
 
'''Challenge''': None
 
'''Challenge''': None
 
'''Cost''': One Plasm
 
'''Cost''': One Plasm
'''Duration''': One Scene, Or one month if cast on a haven as a bluebook.
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'''Duration''': One Scene
  
The Geist places a Ban over an area the size of a room. This room is his castle and he holds court there. The Geist states a specific action and anyone who performs the action takes a lethal damage and a -1 to their traits until they leave the area ( Max 3). The Boneyard cannot make someone do the impossible.
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You wrap yourself in the waters of the tempest channeling the power of one of it’s rivers. Causes the Geist to soak the first non-electrical damage it takes from any attack. Must be activated. Last for the scene
Sample include: Using Swords - Talking without raising your hand, Direct Lies, raising your voice.
 
  
'''Combo:''' Each member of the Krewe can spend a plasm to add an additional Ban onto the area.
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=== ⚫⚫⚫ Summon Tempest Kraken===
  
 
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'''Challenge''': None
 
 
 
 
=== ⚫⚫⚫ No Escape===
 
 
 
'''Challenge''': Socials(intimidate) vs socials(intimidate)
 
 
'''Cost''': One Plasm
 
'''Cost''': One Plasm
 
'''Duration''': Scene
 
'''Duration''': Scene
  
The Geist places a ban on leaving the room. Escaping the room requires a Socials ( Intimidate) against the users (Socials) Intimidate. The geist is the defender against people leaving and so may spend willpower to make people stay. If their is an environmental, explosive or otherwise uncontrolled effect that would make staying suicidal then the power fails.  
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The geist churns the waters of the tempest and summons forth an arm of it’s guardian. The kraken grapples as long as the geist concentrates on their turn. The kraken has Synergy x 3 physicals and (Courage) athletics retests, that automatically refresh each round. Each turn the target is grappled they takes the geists synergy in bashing.
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'''Combo:''' Each geist in the krewe with this haunt can spend a plasm to summon another tentacle when the power is activated. In addition Each extra tentacle increases the traits of the kraken by 3.  
  
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== '''The Memoria''' ==
  
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=== ⚫⚫ Memory in a Bottle===
  
== '''The Caul''' ==
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'''Challenge''': n/a
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'''Cost''': One plasm
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'''Duration''': Scene for replay, Permanent for memento
  
=== ⚫⚫ Thou Art I and I Art Thou===
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The geist produces an empty bottle and swings it around the air around a corpse or undead. As they do the bottle fills.  The method of the deceased's death plays out in front of the geist. They may ask questions about the scene of death. A number of questions equal to their investigation score. This explicitly even works on undead such as vampires, zombies and wraiths. This bottle becomes a memento and maybe treated as such for all purposes. It is a Dark memento. The Geist may save the questions for as long as she keeps the memento but may only have one bottle at a time.
  
'''Challenge''': n/a
 
'''Cost''': n/a
 
'''Duration''': Permenant
 
  
The Geist can now let their Wraith control their body, though doing so requires teaching it skills. The Geist can learn a second track of several abilities. Melee, Firearms, Athletics, Dodge, Security, Brawl, and Survival. This second track must be bought with Exp as usual and is refreshed with willpower separately. ( a character may only expend from one track per challenge)
 
  
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=== ⚫⚫⚫ Break the Cycle===
  
=== ⚫⚫⚫ Possession of the Self===
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'''Challenge''': Socials(empathy) Vs Socials(willpower)
 
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'''Cost''': One Plasm
'''Challenge''': None
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'''Duration''': Instant
'''Cost''': One Plasm/posessor
 
'''Duration''': Scene
 
  
The Body is a tool. The Body is a weapon. The body is not the Sin Eater. The Sin eater uses the body to do what must be done. The Sin eater possesses themselves joining their Wraith as someone piloting the body like a mecha. This detached viewpoint lets the Geist be more judicious and observant.
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The geist taps into the purifying aspect of water by spritzing the target with a few drops. The geist can break the hold of old memories or traumatic events. This power requires a socials(Empathy) vs the targets socials(willpower). Success allows the geist to bring the target out of one altered mental state or dispel an illusion. For the purposes of Dominate, the Geist counts as a( Generation 12-Synergy)  Additionally the geist can use this power to break a wraith free of a harrowing, in the labyrinth though there may still be angry specters about.
'''Form change:''' The Sin Eater gains +3 physicals while in this form, ignores all penalties to their traits and gains Synergy in Health levels.  
 
  
'''Combo:''' Other members of the Krewe can also possess their friend. Each additional Possessor adds 3 more physicals and 2 more health levels. In addition any of them may use any of their skills on any challenge. ( but still only one per challenge) This form is extremely taxing and after the scene anyone involved in the joining will take a -1 trait for the remainder of the night. Using it more than once per night can result in them being unable to disentangle themselves from one another
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'''Combo:''' Multiple geists can work together to help free a target. Every plasm spent by another member of the Krewe Increases the Geists socials and reduces his effective generation by one.

Revision as of 15:47, 22 March 2022

⚫ Awash in Unknown Tides

Challenge: Courage vs Synergy Cost: One Plasm Duration: One scene

For a plasm water begins to pour into the scene from any source, this water can wash away memories of the scene if humans touch the water they will leave the scene, supernaturals get a courage test. Difficulty equal to the Geists Synergy.


The Well

⚫⚫ Caul of the Tempest

Challenge: None Cost: One Plasm Duration: One Scene

You wrap yourself in the waters of the tempest channeling the power of one of it’s rivers. Causes the Geist to soak the first non-electrical damage it takes from any attack. Must be activated. Last for the scene

⚫⚫⚫ Summon Tempest Kraken

Challenge: None Cost: One Plasm Duration: Scene

The geist churns the waters of the tempest and summons forth an arm of it’s guardian. The kraken grapples as long as the geist concentrates on their turn. The kraken has Synergy x 3 physicals and (Courage) athletics retests, that automatically refresh each round. Each turn the target is grappled they takes the geists synergy in bashing. . Combo: Each geist in the krewe with this haunt can spend a plasm to summon another tentacle when the power is activated. In addition Each extra tentacle increases the traits of the kraken by 3.

The Memoria

⚫⚫ Memory in a Bottle

Challenge: n/a Cost: One plasm Duration: Scene for replay, Permanent for memento

The geist produces an empty bottle and swings it around the air around a corpse or undead. As they do the bottle fills. The method of the deceased's death plays out in front of the geist. They may ask questions about the scene of death. A number of questions equal to their investigation score. This explicitly even works on undead such as vampires, zombies and wraiths. This bottle becomes a memento and maybe treated as such for all purposes. It is a Dark memento. The Geist may save the questions for as long as she keeps the memento but may only have one bottle at a time.


⚫⚫⚫ Break the Cycle

Challenge: Socials(empathy) Vs Socials(willpower) Cost: One Plasm Duration: Instant

The geist taps into the purifying aspect of water by spritzing the target with a few drops. The geist can break the hold of old memories or traumatic events. This power requires a socials(Empathy) vs the targets socials(willpower). Success allows the geist to bring the target out of one altered mental state or dispel an illusion. For the purposes of Dominate, the Geist counts as a( Generation 12-Synergy) Additionally the geist can use this power to break a wraith free of a harrowing, in the labyrinth though there may still be angry specters about.

Combo: Multiple geists can work together to help free a target. Every plasm spent by another member of the Krewe Increases the Geists socials and reduces his effective generation by one.