Difference between revisions of "Krewes"

From Eden Calling LARP
Jump to navigation Jump to search
 
Line 1: Line 1:
 
Back to [[Geist]]
 
Back to [[Geist]]
  
Each krewe is a group of Geists that has a '''Goal'''. Many powers function better or combo when used with your Crewmates. The goal also provides a benefit.
+
Each krewe is a group of Geists that has are bound together by common cause, and speciality.
 +
 
 +
'''Example Krewes'''
 +
 
 +
Bikers for the dead(Krewe Action: Travel, Krewe Skill: Drive)
 +
 
 +
Swords of the damned(Krewe Action: Craft, Krewe Skill: Melee)
 +
 
 +
Hades Therapists(Krewe Action: Ferry, Krewe Skill: Empathy)
  
 
A krewe can contain any number of geists but must contain a minimum of 3.
 
A krewe can contain any number of geists but must contain a minimum of 3.
Line 7: Line 15:
 
Forming a Krewe requires the Krewe Binding ceremony.
 
Forming a Krewe requires the Krewe Binding ceremony.
  
'''Krewes Goals:'''  
+
'''Krewes Benefits:'''  
When a Krewe is formed they pick a goal and a single skill. The goal must be approved by staff.
+
When a Krewe is formed they pick a action and a single skill.  
When the Goal is completed the difficulty of their next synergy check is reduced by one. This is cumulative but goes away when they make the check to increase their synergy. The krewe also gets a bonus bluebook called the goal action, which can be used to make progress towards the goal. The goal can be changed by calling a meeting of the krewe.
+
 
 +
The krewe also gets a bonus bluebook called the '''Krewe action'''.
 +
 
 +
Specialties for the '''Krewe skill''' count for 2 instead of 1.
  
Specialties for the chosen skill count for 2 instead of 1.
+
'''Krewe Helps Krewe''' :
 +
During the Helper Tick geists with members of their krewe present may choose 1 of the following benefits to gain, equal to their synergy/2(round up).
 +
* Heal 2 Damage
 +
* Refresh 1 skill
 +
* Regain 1 plasm
 +
* Gain 1 phantom retest for the next round.
 +
* Get +2 traits to their next action.
  
 
Being with a member of your Krewe reduces the difficulty of Urge checks by one.
 
Being with a member of your Krewe reduces the difficulty of Urge checks by one.

Latest revision as of 20:32, 29 May 2024

Back to Geist

Each krewe is a group of Geists that has are bound together by common cause, and speciality.

Example Krewes

Bikers for the dead(Krewe Action: Travel, Krewe Skill: Drive)

Swords of the damned(Krewe Action: Craft, Krewe Skill: Melee)

Hades Therapists(Krewe Action: Ferry, Krewe Skill: Empathy)

A krewe can contain any number of geists but must contain a minimum of 3.

Forming a Krewe requires the Krewe Binding ceremony.

Krewes Benefits: When a Krewe is formed they pick a action and a single skill.

The krewe also gets a bonus bluebook called the Krewe action.

Specialties for the Krewe skill count for 2 instead of 1.

Krewe Helps Krewe : During the Helper Tick geists with members of their krewe present may choose 1 of the following benefits to gain, equal to their synergy/2(round up).

  • Heal 2 Damage
  • Refresh 1 skill
  • Regain 1 plasm
  • Gain 1 phantom retest for the next round.
  • Get +2 traits to their next action.

Being with a member of your Krewe reduces the difficulty of Urge checks by one.