Chantry

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The Tremere put alot of time and effort into making the place they live nice. Clan members are expected to pitch in and improve the facilities so that they may all prosper.

Each Chantry upgrade provides all the Tremere with the advantage. It is possible for a single Tremere to make the upgrades themselves in their own private portion of the Chantry., but this takes a ton of time and effort. It is also frowned upon by the clan.

The Chantry has it’s own sheet located in the Tremere group chat.

Lightning Gate Network: (30 pts)

Description: The Tremere have an interconnected Lightning gate network that this Chantry is connected to

Improvement: Tremere act as though they have one additional point of Transportation influence being used when travelling.

Gym (10 points) (+3/lab)

Description: The Tremere can build a gym and a central lab for workouts and learning things both magical and non.

Improvement: A Tremere can add new Labs to the Gym for the cost of three actions with no monetary cost.

Hell Fire Pit (50 pts)

Description: The nos have a sacrifice pit in the sewers that they use to summon up a demon.

Improvement: After 50 actions the Tremere have conjured up a demon to teach them dark thaum, the demon will either provide 1 dark thaum without a price in exchange for being allowed to stay there, or 5 dark thuams for 5 prices split amongst the nos building it as they choose. The Demon will also answer questions about spiritual matters.

Maker Space (20pts)

Description: A dedicated Crafting area.

Improvement: Grants +1 trait to all crafting attempts. Can be purchased multiple times up to a maximum +5 bonus.

Communal Library. (10/Level Points)

Description: A massive repository of knowledge

Improvement: Functions like a library; however, it is capped at six instead of 3, allowing the Tremere to know truly ludicrous information. (This expands only the level 1 effect of Library.)

Once it is at level 3 or Higher, the Tremere can broaden its knowledge instead of just going deeper. For an additional 10 points, they may add a new Lore to it. For 100pts they can cause it to function as the Super background for all applicable lores.

Farm (25 pts)

Description: This is a scalable herd.

Improvement: The farm acts as a communal herd with enough blood for 10 blood points and 6 rituals, per night. If anyone ever draws the last point of blood from the farm they have to refill it which costs an entire month's actions. It can be bought multiple times.

Protections (20pts)

Description: Wards and rituals to make it harder to enter the Chantry

Improvement: People may not enter or exit the Chantry via other planes of reality ( Astral, or Umbral)

Kertamen Dueling Circle (20pt)

Description: Place for practicing Offensive Magic.

Improvement: Tremere from this chantry gain +1 trait on all Countermagic attempts

The Big Book of Thaumaturgy Vol 1, 2, and 3 (15/40/100)

Description: Books on thaumaturgical magic

Improvement: Level 1: The Chantry contains books for all the Standard Tremere paths Level 2: The Chantry contains books for less common paths of Thaumaturgy and counts as an expert teacher for the Common paths Level 3: The Chantry contains books on every type of Blood Magic out there, including non tremere sources. It also is capable of teaching those casting styles. Discretion is encouraged.

Guardian (40pts)

Description: The Chantry possesses a Gargoyle Guardian who is perfectly loyal

Improvement: The Gargoyle gains 40xp each year when ghouls gain Xp. The highest ranking Tremere spends this Xp. Additional actions can be spent to train the Gargoyle as though they were a retainer. It gains 2xp for each action spent training it. It follows the rules of Retainers with regards to entering scenes with players and cannot be possessed and taken to other scenes. The one exception is for scenes within the Chantry where it is available.