Key of Disease

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Haunts

Passive: Possessing the Key of Disease allows you to add your synergy to your social traits.

The Curse

⚫ Lay The Curse

Challenge: Socials(intimidation) vs Socials(willpower) Cost: One Plasm Duration: scene

With a successful socials(intimidation) check vs socials(willpower) the Geist lays the curse upon his opponent, the curse lasts for the scene and applies all its effects while active. This level of the curse applies a -1 trait penalty to the actions taken by the target. Socials ( Intimidate) vs Socials ( willpower)

Combo: Other krewe members with the curse can spend a plasm to increase the severity of the penalty by 1 to a maximum of 5.


⚫⚫ Malady

Challenge: None Cost: None Duration: Scene

Each time the target engages in a challenge while under the curse they take one additional flaw from the below list.

  • Lonely: The target cannot call the benefit of a background in the scene(their influences don’t return their calls, they can’t find the key to the haven etc)
  • Depressed: The target loses ties on virtue challenges
  • Sick: The target cannot heal damage while the curse is in effect.


⚫⚫⚫ Exhaustion

Challenge: None Cost: None Duration: SCene

The target loses the benefit of any win’s ties powers while the curse affects them. They must also spend an energy each round they wish to use a discipline retest.

The Marionette

⚫ String the Marionette

Challenge: Socials(subterfuge) vs Physicals(Athletics) Cost: Plasm Duration: Instant

The tendrils of the sin-eater become stronger at each level of this power, at this level with a successful socials(subterfuge) vs physicals(athletics) test the sin-eater can pull an item from someone’s hand and use it as their own for the scene. Taking damage causes you to drop the item, and you or the owner would have to make an action to pick it up again. You can also spend a subterfuge retest to call any unattended item to your hand.


⚫⚫ Puppet Strings

Challenge: Socials(Subterfuge) vs Socials(subterfuge) Cost: One Plasm Duration: Instant

At this level you can use your plasmic tendrils to bend others to your will. You can spend a plasm to subtly influence a supernatural. With a successful socials(subterfuge) vs socials(subterfuge) check you can ask someone for a one-sentence favor. They will obey as if they had thought of doing it themselves.


⚫⚫⚫ Mind Strings

Challenge: Socials(subterfuge) vs Socials(Willpower) Cost: One Plasm Duration: One action

At this level your tendrils worm their way into the target’s mind. By spending a plasm and making a successful socials(subterfuge) vs socials(willpower) test, you control the target’s next action. Targets affected by this power more than once a scene do not need to spend willpower to call the willpower retest on subsequent attempts at control.