Hidden Mechanics

At this larp there is mechanics and rules available through less obvious means. While these means will remain a mystery for your Character to figure out we do want transparency of the rules in order to avoid cheating and misunderstanding. Some mechanics are not even on this list, if they only involves the Storytellers and the Caster.

DO NOT READ unless you want to spoil it for yourself or is become clear about the wording of certain rules

RESOURCES

Tarot Cards(Item)

The Caster can gain magical Tarot cards. You can use one of these playing cards to cast an Illusion Ritual without using a Ritual Circle and Components, when using a Tarot card the Ritual can be cast during a Conflict. 
Once used, the Tarot card must be returned to the Storytellers Room.

RITUALS

Identify Ritual
“The Beginning.”
Level: 1.
Type: Incantation.
Cost: Trivial Component.
Effect: Choose another Character participating in the Ritual with you, you learn of all the effects from Rituals & Manipulations that are affecting the Character.
If you learn of any Unhallowed Contract the information you gain instead is who that Character has a Contract with and the Level of the Ritual.
Dispel Ritual
“The End.”
Level: 1.
Type: Incantation.
Cost: Any Component.
Effect: Choose another Character participating in the Ritual with you, you Dispel all Rituals they are affected by equal to the Component used. 
No Component: Level 1 Rituals or below.
Trivial Component: Level 2 Rituals or below.
Uncommon Component: Level 3 Rituals or below.
Rare Component: Level 4 Rituals or below.
Mythic Component: Level 5 Rituals or below.
Charon’s Coins
Make a deal with the devil they said, it would be a bad idea they said. 
Type: Curse.
Cost: A Participating Character.
Effect: A Character participating in this Ritual with you gains a strange Invisible coin. They must go to the Storytellers Room and receive a Charon’s Coin and additional Ingame and Offgame Information.

Ingame Information: If you try to get rid of the coin it will return to you. The coin is Invisible and can only be seen by Invisible characters, the Caster of the Ritual and yourself.

Offgame Information: At Checkin or Checkout you must tell the Storyteller if your Character has lost any Sanity, Diablerized or died. Your Character is not aware of the Offgame Information.

There can only be 9 Coins in play at the same time.
This Curse lasts until Dispelled.

Both Characters notify the Storytellers Room after casting this Ritual.
Petar’s Prank
“I swear you said to me that I should kill the mayor!”
Level: 1.
Type: Curse.
Cost: Name of Blood Servant.
Effect: Choose a Blood Servant you have the name for, the next time it performs an Intrigue it performs a random Intrigue instead of the one intended. You can only affect 3 Blood Servants at a time with this Ritual. 

This Curse lasts until the next Session.
Notify the Storytellers Room after casting this Ritual. 
Anansi’s Artifice
“Yes, this is the Arbiter speaking.”
Level: 2.
Type: Blessing.
Cost: Trivial Components.
Effect: The next time you’re using I Do It Myself! You can choose to appear as a Character you know the name of.
The Characters Clan is affected by the breach you caused to the Masquerade any Evidence will lead back to chosen Character.

This Blessing lasts until you have used I Do It Myself!.
Loki’s Legerdemain
You can incorporate minor Illusions into everything you do. 
Level: 2.
Type: Blessing.
Cost: Trivial Components.
Effect: When using I Do It Myself! you can choose to not leave Evidence and/or breach the Masquerade. You can also spend a Tarot Card to not lose Sanity when using I Do It Myself!

This Blessing lasts until Dispelled.
Laverna’s Lurking
“Shadows are my friend.”
Level: 3.
Type: Blessing.
Cost: Uncommon Components.
Effect: You become Invisible, you show this by raising a fist in the air.
People also avoid you or go around you as if someone was there. 
If you cast this using the Tarot cards you can escape a Conflict using this Ritual.
Entering a Conflict, talking, using Disciplines or being struck by Rituals makes you become visible.
You can also see others who are Invisible. 

This Blessing lasts until you stop being Invisible.
Eris’ Exchange
Glorious chaos.
Level: 3.
Type: Incantation.
Cost: Uncommon Components.
Effect: A participating Character loses a Curse they are struck by but another Character gains their Curse.

This Incantation cannot affect the Charon’s Coins Curse.
Hermes’ Haste
I will see you later.
Level: 4.
Type: Incantation.
Cost: Rare Components.
Effect: You teleport to a location within 10 miles. Teleporting is symbolized by you going Offgame and walking to the location, as your Character is no longer present.
If you cast this using the Tarot cards you can escape a Conflict using this Ritual.
You can cast this using two Rare Components to smuggle any number of Weapons and/or Stakes into Elysium at once. (Contact the Storytellers Room)
Samedi’s Sham
“My ambition is to help the Council.”
Level: 4.
Type: Blessing
Cost: Rare Components.
Effect: When a Discipline or Ritual wants an answer from you, you may lie.
Examples like Into The Id, Blood Sensing, Mind Sense etc.

This Blessing lasts until the next Session.

Notify the storytellers after casting this Ritual.
Envy
You don’t deserve this, none of you!
Level: 4.
Type: Curse, Sin Magic.
Cost: A Connection or 2 Sanity or Diablerize a Character or Rare Component.
1st Effect: If you paid a Rare Component: 
Choose a Clan, You gain level 1 of a Discipline from that Clan and can use that Discipline without paying Blood Points, you become extremely hateful towards that Clan and all its members. 

2nd Effect: If you paid a Connection, Sanity or Diablerie: 
Choose a Clan, you gain one of its Clan Traits, you become extremely hateful towards that Clan and all its members. 

This Curse lasts until Dispelled.
Notify the Storytellers Room after casting this Ritual.
Gluttony
Let’s feast!
Level: 3.
Type: Curse, Sin Magic.
Cost: A Connection or 2 Sanity or Diablerize a Character or Uncommon Component.
1st Effect: If you paid an Uncommon Component: 
You can take as many Blood Points from the Blood Taxes as you want, excess Blood Points are simply lost. If you take 5 or more Blood Points through Blood Taxes increase your Prowess by 1 step, if you take 10 or more Blood Points increase your Prowess by 2 steps instead, if you take 20 or more Blood Points set your Prowess at Immortal(16). Lasts for the rest of that Session. (Your Prowess can still be affected by other effects)

2nd Effect: If you paid a Connection, Sanity or Diablerie:
As the 1st Effect but If you take 25 Blood Points you gain a Rare Component and if you take 30 or more Blood Points you also regain all of your Sanity. (Your Prowess can still be affected by other effects)

Notify the Storytellers Room after casting this Ritual.
Greed
Greed, for lack of a better word, is good.
Level: 5.
Type: Curse, Sin Magic.
Cost: At least 1 Sanity and/or any amount of Connections and/or Diablerie and/or Component and/or Blood Points and/or Blood Servants.
Effect: For each Cost sacrificed, increase the Clans Blood Tax next Session, if you are Clan Agamemnon you can instead pour all of the effects of this into any Reform Box. Sacrificed Blood Servants Die.

X Blood Points = 2X Blood Points to the Blood Taxes.
X Trivial Components = 2X Blood Points to the Blood Taxes.
X Blood Servants = 3X Blood Points to the Blood Taxes.
X Uncommon Components = 3X Blood Points to the Blood Taxes.
X Sanity = 4X Blood Points to the Blood Taxes.
X Rare Components = 4X Blood Points to the Blood Taxes.
X Connection = 5X Blood Points to the Blood Taxes.
X Mythic Components = 5X Blood Points to the Blood Taxes.
X Diablerie = 9X Blood Points to the Blood Taxes.

This Curse lasts until after the next Clan Meeting.
Notify the Storytellers Room after casting this Ritual.
Lust
What is your heart’s desire?
Level: 2.
Type: Incantation, Sin Magic.
Cost: A Connection or 2 Sanity or Diablerize a Character or a Trivial Component.
1st Effect: If you paid a Trivial Component:
You learn of another Character’s Ambition, this effect will have unforeseen consequences.

2nd Effect: If you paid a Connection, Sanity or Diablerie:
You learn of another Characters’ Connections, Secrets or Ambitions.

Notify the Storytellers Room after casting this Ritual.
Pride
You are simply, above.
Level: 4.
Type: Curse, Sin Magic.
Cost: A Connection or 2 Sanity or Diablerize a Character or Rare Component.
1st Effect: If you paid a Rare Component: 
If you fight in a conflict without Weapons, Stakes or Allies, your Prowess is Immortal(16). You also become extremely arrogant and prideful.(Your Prowess can still be affected by other effects)

2nd Effect: If you paid a Connection, Sanity or Diablerie: 
Your Prowess is Immortal(16). You also become extremely arrogant and prideful.(Your Prowess can still be affected by other effects)

This Curse lasts until the end of the Evening.
Notify the Storytellers Room after casting this Ritual.
Sloth
There simply is no point in fighting the whole world, focus on what you want, forget all these minute little issues.
Level: 2.
Type: Curse, Sin Magic.
Cost: A Connection or 2 Sanity or Diablerize a Character or Trivial Component.
1st Effect: If you paid a Trivial Component:
Choose a Character, their Blood Servants have all of their Intrigue success chances reduced by 25%. This effect lasts until the start of the next Session.

2nd Effect: If you paid a Connection, Sanity or Diablerie:
Choose a Character, they count as if they have Sanity 7 and their Prowess is set to Human(1) and cannot be changed, that Character does not do anything unless it wants to. This effect lasts the rest of the evening.

Notify the Storytellers Room after casting this Ritual.
Wrath
Conquer peace.
Level: 3.
Type: Curse, Sin Magic.
Cost: A Connection or 2 Sanity or Diablerize a Character or Uncommon Component.
1st Effect: If you paid an Uncommon Component:
You must seek out and fight a specific Character and your Prowess is Immortal(16). This effect ends when that Character is either dead or Staked. (Your Prowess can still be affected by other effects)

2nd Effect: If you paid a Connection, Sanity or Diablerie: 
Your Prowess is Immortal(16), you have a deep seated anger and an explosive temper. This effect lasts the rest of the evening. (Your Prowess can still be affected by other effects)

Notify the Storytellers Room after casting this Ritual.

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