VCR

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VCR:

The most recently developed blood sorcery and the only one that was distributed largely through floppy discs and the early internet, VCR is at its core, time manipulation magic, built around the fantastic new video recording equipment. VCR is new, untested, and, according to animist and Tremere thaumaturges who have deigned to comment on it, extremely dangerous to use. The Hacktivists laugh when boomers tell them not to touch something though. In their mind tradition and “rules” exist only to hold back progress. Anytime a VCR power is used twice in a scene staff may call for a simple check.


VCR isn't finished but work on it is a national project for Hacktivists.

Pre-recorded O

  • Challenge: None
  • Cost: One Blood
  • Duration: Action

The Hacktivist may ask a single yes-no question of any object. In addition, he learns the year in which it was created. The answer to the question is displayed on the surface of the object.

Fast Forward OO

  • Challenge: None
  • Cost: One Blood
  • Duration: Action

The Thaumaturge slows time around themselves and allows themselves to move faster than the eye can see. The Thaumaturge gains 10 steps that he or she must take immediately. These can be used to move or interact with unattended objects.

Rewind OOO

  • Challenge: vs 10 traits. or vs 30 traits
  • Cost: One Blood or one blood and a Will.
  • Duration: Action

The Thaumaturge may cast this power on any broken object smaller that weighs less than 300lbs. So long as they have all the pieces of the object they can cause it to put itself back together with a touch. Things that are ashed or totally destroyed by fire, acid, etc are harder to reconstruct. If this power is tried and failed on an object then it becomes impossible to use this power on it again. Additionally, the Thaumaturge can use this power to erase the most recent damage he has taken but only the most recent.

Pause OOOO

  • Challenge: Challenge: Mentals (Occult) vs Physicals (Survival)
  • Cost: One Blood, One Will.
  • Duration: 1 Hour

The Thaumaturge points his controller at the target and “Pauses” them. The target gets a fuzzy static around them and are frozen until they successfully oppose the caster. Each action they must spend attempting to break free of the pause by making a Physical (Survivals) vs the caster Mentals (Occult.) If they are harmed or touched in any way, the Pause fails. The first damage dealt to a victim of pause is reduced to 1 Lethal and cannot be used to stake them. Victims of Pause, emerge confused and dont realize any time has passed.

Do-Over OOOOO

  • Challenge: Challenge: Mentals (Occult) vs Action being canceled
  • Cost: One Blood.
  • Duration: Reflexive(Instant)

Time, cause, and effect are the Thaumaturge's plaything. In response to any successful or unsuccessful action, the Thaumaturge may activate this power. The Thaumaturge attempts to flip the result.

  • If used to overturn a successful action: The Thaumaturge tests against the actor, using his Mentals (Occult) as though it was the defensive ability to counter whatever action was used. When this is activated, the aggressor is refunded any retests that they spent on their first successful attempt to use against the Time Mage. If the Thaumaturge wins, the original result is discarded.
  • If used to try a failed action again: The Thaumaturge tests against the defender. The defender is refunded their defensive retests if they exist but not any willpower they spent in their own defense. The new result stands.

Using this power consumes the Time mage’s action. ( this cannot be used while celerity is active unless they have something that allows one thaum action and another type of action.)