Hollow Ones

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Back to Rotes

Hollow One Rotes

Street Rat

Type: Basic/Opposed Paradox: +1 if witnessed Challenge: Mentals(Arete) vs Mentals(willpower), or Mentals(arete) vs physicals(defense) Cost: 1Q, or 1q 1 WP, Duration: 1 scene

  • Short cast: Street Rat: The city is the hollow one’s friend, literally. A hollow one with this rote can change traffic lights, move streets, and disappear into potholes and provides the following 3 benefits.
    • I saw him go this way!(escape): A hollow one with this power can as long as they can take at least 3 steps, disappear behind a corner into a pothole or through a door and escape from the scene by spending a Q and a willpower, this happens at the end of the round as an escape power
    • The city hides you(stealth):The Hollow One may use Obfuscate 1, 2, 4 and 5 while inside a city. They use Streetwise instead of stealth for retests. Their obfuscate rating is equal to their Wisdom for the purposes of ob v auspex
    • Concrete Jungle: With a mentals(arete) check vs physicals(defense) you can bring the street up around a target, dealing 4B and trapping them in strips of asphalt and concrete, causing them to be grappled. Breaking the grapple goes against a static athletics check difficulty 3, but you are not considered grappled while this power is active. Once Cast, the Hollow one may continue to make attacks by manipulating the streets. These attacks deal 4B and retest with streetwise.
  • Long cast: N/A

God of the Streets

Type: Complex Paradox: +1 if witnessed Challenge: Mentals(streetwise vs variable diff) Cost: 1Q Duration: 1 Night

  • Short cast: Lock: Name a target, make a Streetwise check with any difficulty you choose. The target must make a Streetwise check of equal difficulty to leave the city or find anything within the city for the remainder of the night. Traffic jams, construction and all other manner of things will get in their way.
  • Long cast: Casting this spell as an action has the same effect as above but it lasts for a Month. Against humans it lasts for a year.

Antiquing

Type: Opposed Paradox: +1 if witnessed Challenge: Mentals(Arete) vs Physicals(defense) Cost: 1Q Duration: Permanent

  • Short cast: With a successful mentals(arete) check vs Physicals(Defense) the hollow one can call an opponent’s magical weapon or armor to their hand. It then takes on a look of the hollow one’s choosing for the scene keeping any of its non magical traits such as damage and bonus traits. The hollow one may use the item until the end of the scene or until the owner rests it from their grasp with a successful Physicals(Athletics) vs Physicals(Athletics) check.
  • Long cast: N/A