MET LARP SRD
(2013 BNS MET System)
Total Insanity
Dementation • Level 5
By using this power, utter madness – the full shattering of the mirror – is unleashed within your victim’s mind. You draw forth every insecurity, every forgotten slight, every panic or fit of anger, and then cause those emotional wounds to magnify a hundredfold and wreak havoc on your target’s mind.
Cost
1 Blood
Focus
Charisma
The target loses all o f her Mental and Social attribute focuses for the duration of Total Insanity.
System
The target must have her attention focused on you in order for Total Insanity to function. Once you have your target’s attention, spend 1 Blood, expend your standard action, and make an opposed challenge against that target. If you succeed, you drive her insane for the next hour.
Total Insanity fills your target’s mind with conflicting derangements, making it difficult for her to act with any rational logic. Your target should work with the Storyteller to determine exactly how this insanity affects her, but for mechanical purposes, the user of Total Insanity selects one of the following effects to apply to her victim:
• Fear: The victim is terrified of anything that is even remotely threatening and will seek to run away and hide in a safe place until Total Insanity fades. The victim will not fight unless cornered and, if forced to fight, will flee at her first opportunity.
• Confusion: The victim suffers a -5 penalty to all attack test pools for the duration of Total Insanity as she tries to separate fantasy and reality. This penalty does not apply to defense test pools.
• Fugue: The target withdraws mentally, sitting quietly and talking only to friends she trusts. If forced out of her shell, she will either attack or flee from the person who provoked her (target’s choice).
Exceptional Success
The effects of Total Insanity last for two hours, instead of one.
Source: MET - VTM - Core Book