Key of Deep Waters

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⚫ 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.