MET LARP SRD
(2013 BNS MET System)
Changeling Ward
Mytherceria • Level 4
The language of the fae is a tangled web, capable of snaring thoughts like a spider does a fly. Viewing such written wards disorients most minds, causing confusion and mild stupor at best: utter amnesia if the mind is particularly weak.
Cost
1 Blood
Focus
Perception
Supernatural creatures suffer the same after-effects as mortals and partially supernatural creatures. Further, if a creature emerges from the effects of your Changeling Ward before the normal duration ends, she becomes confused and suffers a -3 penalty to all non-defensive actions for the next three turns.
System
To inscribe a Changeling Ward, spend 1 Blood and expend three full turns tracing letters and symbols on a target object; you must have something to write with. You can draw these sigils onto a movable object, a door, or the floor of a room, but the area to be inscribed must be larger than six inches in diameter. Once drawn, the Changeling Ward is invisible to anyone who does not possess Fae Sight; to those who can see it, the ward appears as a softly glowing symbol written in silvery moonlight.
Mortals who touch the object or cross over a stationary ward automatically become confused for the next five minutes and will wander away from the area in the general direction from which they entered. Supernatural creatures must make a static Mental attribute + Willpower challenge against a difficulty equal to your Mytherceria test pool or suffer a similar effect. Further, individuals with Derangements gain 1 Derangement trait. If this causes the individual to experience a psychotic break, that break will not occur until after the effects of your Changeling Ward end.
After a mortal emerges from the fugue of a Changeling Ward, she has no recollection of the time that has passed, nor any memory about why she came to this location (or touched the object) in the first place. She will justify her actions without any real need for logic. Within one day, she will have forgotten that she was ever there (or saw the object) at all.
After a supernatural creature emerges from her confused state, she has a faint understanding that time has passed, but no real comprehension of how long she was under the effect of the ward. She remembers her activities just before encountering the Changeling Ward, but such actions seem dream-like and distant. The target remembers nothing that occurred while she was under the effects of this power.
If an individual is attacked, put in danger, or targeted by an offensive power, the effects of Changeling Ward immediately end.
Once inscribed, a Changeling Ward will persist for a year and a day, or until the Mytherceria user removes it, or until the object is damaged by at least 1 point of damage. If a supernatural creature resists the effect of a Changeling Ward, she is immune to the effects of all other Changeling Wards created by the same character for the next hour. A character is immune to the effects of her own Changeling Wards.
Source: MET - VTM - Core Book