Geist

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Sin-Eaters are compound beings. One part human, and one part wraith. The Human portion is occupied by one who has recently died, usually in a way that is shocking or surprising. The Wraith part is made up of a wraith willing to give up its individuality in order to have some semblance of life once again. The Methodology by which a wraith becomes a Geist is not well known as many in the Kingdoms of death wish to keep this knowledge secret. When the Human dies, the Wraith offers it a communion so that both it and human may return to among the living as creatures known as Sin-Eaters.

Haunts : The powers of geists from their keys

Ceremonies : Geist's versions of rituals.

Mementos : Geist's magic items

Krewes : Geist's groupings like a party or coterie, minimum 3 geists.

Throughout this section we refer to the compound being of the sin-eater interchangeably as geist and sin-eater.

Geists traits are 12, 11 10, Geists max traits go up by 1 per dot of synergy they have.

Willpower and health are 10+synergy.

Synergy: This is a geist's supernatural potency. Is a 1-5. Can be increased through research and an exceedingly difficult Empathy Check. Synergy determines the Manifestation benefit for having each Key, and the difficulty and amount of Urges. Lastly Synergy increases a Geists max traits by one per level. Increasing synergy: Increasing synergy with the geist is difficult for the bound because the pact erases much of the former’s memory. Each level of synergy requires research into who your pact maker was before they drunk the waters of Lethe, this can be done in the human or material world and takes actions equal to 5*the desired synergy rating. After that the Geist can make an empathy check equal to The synergy rating they desire to enter the labyrinth’s memory towers to connect with who their ghost once was through the hive-memory of the spectres. This is a harrowing and requires an action and 2 xp to attempt.

Plasm: Is the Blood equivalent. Geists have a max Plasm of Courage + Conscience + Synergy+ touchstones. Geists can spend a plasm to reduce the severity of incoming damage by 1 step(bashing can’t be reduced further). Geists can spend a plasm to refresh all their discipline level retests.

Burden and Archetype grant the character one Key Each. Burden determines your urge and archetype determines your advantage.

Virtues: Compassion is used to reduce difficulties during Ferry actions. Courage and Conscience: Add together to define your max Plasm Self Control resists Urges.

Actions: Geists get 4 actions + an action if they are a member of a krewe towards that krewe’s goal.

  • New Action: Memento trade: You can attempt to barter mementos in stygia, you can trade any 2 mementos for a different 1, finding a specific one takes time.
  • New Action: Ferry: Ferry is like a research action with goals. This is the process of helping a lost soul come to peace by working it through its grief and helping it resolve any unresolved business. We may ask you to make compassion checks to understand the ghost along the way, reducing your target numbers by the rating of the check. We will ask you questions after each action and reduce the number of research points based on your answer. At the conclusion you get a random memento from the list. ( We roll a d100).
  • New Action: Recall: Recall is the action necessary to increase synergy. It costs 2 xp to attempt and you must complete the process outlined under synergy.

Keys of the Underworld Geist's powers come from special mementos called Keys. They have to be carried to activate their haunt. Just owning the Key gives a Passive benefit and they have activatable effects referred to as haunts.

The passive power of a Key is called it's manifestation, there are 10 keys

Haunt: Each key has two trees of three Haunts that are the activatable powers. Haunts can be bought but keys must be found.