Key of Beasts

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Haunts

Passive: Possessing the Key of Beasts allows you to use the Physical discipline retest a number of times per night equal to Synergy+2.

⚫ Talk to animals

Challenge: None Cost: none, Duration: scene

This power lets you talk to animals. Also allows you to buy the Ghost familiar background.

The Wolf

⚫⚫ Nevermore!

Challenge: (Socials) Empathy v Socials (Will) Cost: One plasm, Duration: scene for transformation, instant for challenge

For one plasm. The Geist may turn into a Raven, the Black winged messenger of death. The Raven can move at 5 steps a round. The transformation is dismissible While in the raven’s guise, the Geist may whisper to a human. They need only make noise while the human hears something truly terrible, a secret they wish not known. (Socials) Empathy v Socials( Will). They will react with terror at the bird while other people will look at them like they are crazy.

⚫⚫⚫ To the Hunter Go the Spoils

Challenge: None Cost: None Duration: N/A

The Sin Eater may become quite literal in his name. Consuming a corpse will restore a point of Willpower and Plasm and grant the Sin eater one question about the corpse that he is consuming. The Sin eater may eat a corpse only once for this effect. If they don't have access to the full corpse, blood or any bodily fluid will fulfill the requirements to ask a question about the subject. These questions can include hidden information like passwords etc.


The Pack

⚫⚫ Pack Courage

Challenge: None Cost: One plasm, Duration: Instant

While in a group you push each other on. You may spend a plasm to let a Krewe member remake a failed virtue test. You may spend a plasm to give all members of the krewe a phantom willpower once per night.

Combo: When your packmate activates this power you may also spend a plasm to increase the phantom willpower gained by the krewe by 1(to a max of 3)


⚫⚫⚫ Pack tactics

Challenge: None Cost: Plasm/Member, Duration: 1 round

The krewe rides together, when you are in a scene with at least 2 other krewe geists. At the top of the round you can spend a plasm per Krewe member to have you and your krewe win ties in a category of your choice for the round. You must spend plasm for every member of the krewe,

Combo: When your packmate activates this power you may spend plasm to pay the cost for yourself.