MET LARP SRD
(2013 BNS MET System)
Permanency
Chimerstry • Level 4
The illusions you create almost take on a life of their own, existing without your concentration and maintaining a continued existence by drawing on the essence of the dream. You may gift your lesser illusions with this capacity, providing them a durability that can outlast even your own existence.
Cost
1 Blood, Simple Action
Focus
Charisma
When activating Permanency, you may spend three full turns concentrating to avoid paying this power’s Blood cost, or you may spend an additional Blood to activate Permanency without using an action.
System
Spend 1 Blood and use your simple action to make an already-created Mirage or Apparition permanent. The illusion will last until you choose to dispel it, until it is irrevocably unable to continue, or until it is subjected to sunlight. A permanent illusion is irrevocably unable to continue if it is believably destroyed, such as by throwing a chimerical gun into a pool of molten metal, or if the beat cop’s route is completely blocked by a massive tractor-trailer.
Exceptional Success
None
Source: MET - VTM - Core Book