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MET LARP SRD

(2013 BNS MET System)

Nimble Departure

Level 6
2 Blood

Celerity • Level 6

Discretion is often the better part of valor, and you have learned to fully embrace that ancient adage. Rather than hitting your enemies repeatedly, you funnel your extraordinary speed into protecting yourself by swiftly disengaging from even the most dangerous situations.

Cost

2 Blood

System

Spend 2 points of Blood to activate Nimble Departure for the turn and announce your attempt to fair escape. You may activate this power outside of your initiative order, similar to other Celerity activations. While this power is active your Dodge pool increases by the sum of all Celerity powers you possess, including Celerity elder powers and luminary powers and Celerity-based techniques; however, you may not initiate an opposed challenge unless that challenge’s purpose is to elude or escape those who would bar you from leaving. In addition, while Nimble Departure is active your fair escape is not negated if you are involved in a Physical challenge so long as you win all Physical challenges you are involved in. If you are the target of any Mental or Social challenges that might inhibit your fair escape, you must win those as well. You may not activate this power if you have already initiated opposed challenges during the current round.

If you meet the criteria for a fair escape you may exercise it immediately without spending an action or you can retain the option until the end of the next turn. If you choose to retain the option, you may later exercise your fair escape by spending a standard action. If you lose an opposed challenge prior to exercising the retained fair escape, you lose the benefit and must activate this power again.

Source: MET - VTM - V2 (2021)