Key of Stillness

From Eden Calling LARP
Jump to navigation Jump to search

Haunts

Passive: Possessing the Key of Stillness allows you to add your synergy to your mental traits.

⚫ Silence of Death

Challenge: None Cost: One Plasm Duration: scene

The Geist creates a zone of complete silence. The zone can be as large as a room or as small as a person but no sound travels outside of that area. Alarms fail, screams go unheard and deaths go unnoticed. The Geist gains a bonus on all stealth checks while in the area equal to their synergy.

The Boneyard

⚫⚫ King of Bones

Challenge: None Cost: One Plasm Duration: One Scene, Or one month if cast on a haven as a bluebook.

The Geist places a Ban over an area the size of a room. This room is his castle and he holds court there. The Geist states a specific action and anyone who performs the action takes a lethal damage and a -1 to their traits until they leave the area ( Max 3). The Boneyard cannot make someone do the impossible. Sample include: Using Swords - Talking without raising your hand, Direct Lies, raising your voice.

Combo: Each member of the Krewe can spend a plasm to add an additional Ban onto the area.

⚫⚫⚫ No Escape

Challenge: Socials(intimidate) vs socials(intimidate) Cost: One Plasm Duration: Scene

The Geist places a ban on leaving the room. Escaping the room requires a Socials ( Intimidate) against the users (Socials) Intimidate. The geist is the defender against people leaving and so may spend willpower to make people stay. If their is an environmental, explosive or otherwise uncontrolled effect that would make staying suicidal then the power fails.

The Caul

⚫⚫ Thou Art I and I Art Thou

Challenge: n/a Cost: n/a Duration: Permenant

The Geist can now let their Wraith control their body, though doing so requires teaching it skills. The Geist can learn a second track of several abilities. Melee, Firearms, Athletics, Dodge, Security, Brawl, and Survival. This second track must be bought with Exp as usual and is refreshed with willpower separately. ( a character may only expend from one track per challenge)

⚫⚫⚫ Possession of the Self

Challenge: None Cost: One Plasm/posessor Duration: Scene

The Body is a tool. The Body is a weapon. The body is not the Sin Eater. The Sin eater uses the body to do what must be done. The Sin eater possesses themselves joining their Wraith as someone piloting the body like a mecha. This detached viewpoint lets the Geist be more judicious and observant. Form change: The Sin Eater gains +3 physicals while in this form, ignores all penalties to their traits and gains Synergy in Health levels.

Combo: Other members of the Krewe can also possess their friend. Each additional Possessor adds 3 more physicals and 2 more health levels. In addition any of them may use any of their skills on any challenge. ( but still only one per challenge) This form is extremely taxing and after the scene anyone involved in the joining will take a -1 trait for the remainder of the night. Using it more than once per night can result in them being unable to disentangle themselves from one another