Inhabit

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Inhabit is a common arcanoi for interacting with objects in the skinlands and electricity. The signature arcanoi of the alchemists guild often leaves a mark of lightning burns or active sparks under the fingernails of those who practice it.


Inhabit

Surge

Challenge: None Cost: None Duration: Permanent

A wraith with this power can choose to have their unarmed damage be lethal as it courses with electricity. Unarmed fighting this way deals 2B or 2L.

⚫⚫ Empower

Challenge: None Cost: 1 Pathos Duration: One Scene

Wraiths with this power can spend a pathos to turn an improvised item or weapon into a 2 trait piece of equipment for the scene.

⚫⚫⚫ Storm's Wrath

Challenge: None Cost: 1 Pathos Duration: One Scene(Reflexive)

A wraith with this power can spend a pathos to add 1 lethal electric damage to all its attacks for the scene.

⚫⚫⚫⚫ Inhabit

Challenge: Mentals(security) vs diff 2 or security of the object Cost: 1 Pathos Duration: One Scene

The wraith can spend a pathos to inhabit a piece of technology, they are in the room with, across the shroud or not, with a mentals(security) vs 10(or the security of the object. You can move things that can move like cars and attack with them, when operating a heavy piece of machinery this way you deal 5B when you attack and you use mentals(drive) as the retest. You can control the technology piece fully while you are inside it.

⚫⚫⚫⚫⚫ Battery

Challenge: None Cost: 1 pathos Duration: One action

The Wraith can spend a pathos to plug a supernatural with an electric power plug that manifests from their arm, this gives them 3 of their energy type(Blood, gnosis, pathos etc) once per night per target. A wraith with this power can also spend up to 2 turns charging a single unarmed attack, each turn spent charging increases the damage of that attack by 2 as their hand glows with electricity.