🦇 VAMP.BYNIGHTSTUDIOS.COM has moved — This is the new & improved SRD! 🦇

MET LARP SRD

(2013 BNS MET System)

Zephyr

Level 6
1 Blood

Celerity • Level 6

While not flight, your mastery of Celerity gives you the ability to perform certain aerial acrobatics. Like the Greek god Hermes, you can run on water, up walls, upside down across ceilings and even very briefly on the air itself.

Cost

1 Blood

System

Spend a point of Blood to double your standard movement and to gain the ability to unerringly run on any tangible surface. Other effects or powers that increase your speed are added after this doubling effect. Once Zephyr is activated you must spend at least your simple or standard action on movement or the effects of Zephyr end. Provided you end your movement on a solid surface, you may traverse intervening empty spaces such as over alleyways between the rooftops of buildings. While Zephyr is active you can utilize the Elude and Strafe Aerial Combat Maneuvers.

If you end a round and you are not standing upright on a solid surface, or if you did not take a movement action in the round, Zephyr ends. If Zephyr ends while you are on a vertical surface, upside down, or in midair, you immediately begin to fall to the ground. While falling, if the nature of any nearby surface is conducive, your Storyteller may allow a static Athletics challenge to permit you to grab a handhold to end the freefall. Once you are back on a solid surface you may spend 1 point of Blood to enact Zephyr again and begin moving as normally dictated by this power.

Source: MET - VTM - V2 (2021)