Key of Cold Wind

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⚫ Scrapbooking

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.

The Tomb

⚫⚫ Cracking the Tomb

Challenge: Mentals(Security) vs static Level of magical ward 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.)

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.


⚫⚫⚫ Quick tomb!

Challenge: None Cost: One Plasm Duration: Night

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.

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.


The Wasteland

⚫⚫ Sinkhole

Challenge: Mentals(Craft) vs Physicals(Athletics) Cost: One Plasm 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.


⚫⚫⚫ Sands of Memory

Challenge: None Cost: One plasm Duration: One Scene

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.