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MET LARP SRD

(2013 BNS MET System)

Promises Like Steel

Level 6
1-3 Blood

Mytherceria • Level 6

Contracts and oaths are the backbone of faerie culture, and more than one person has found themselves bound tight in a poorly worded promise or a thoughtless vow. Through your mastery of Mytherceria you can take the promises of others and weave them into an ironclad vow, calling upon nearby Piskies to punish your target should she fail to honor it.

Cost

1-3 Blood

System

Whenever someone makes a declaration, promise, or commitment within your earshot, you can bolster it with supernatural reinforcement. Spend between 1 and 3 points of Blood and your standard action to engage your target with the Mytherceria test pool. If you succeed in the opposed challenge, you may choose up to two flaws for a total of 3 points worth that will be afflicted on the target should she fail to uphold the promise. You must then acknowledge the target’s promise, declaring it to any forces that might be listening, describe what will afflict your target, and tell her how long she has to fulfill the commitment as described below.

The flaws assigned cannot alter a character's Generation, Rank, or Seeming. Any flaw chosen must be appropriate to her creature type (vampire, werewolf, etc.), social group (sect, court, etc.), and her clan, bloodline, tribe or similarly appropriate “family”. You must have the appropriate Lore skill specialties to give her a non-vampire, non-general flaw. Your Storyteller is the final arbiter of what flaws you have knowledge of and which are appropriate to levy against your target.

Thereafter, nearby piskies will take note of the target’s commitment and punish her should she fail to uphold the vow within the allotted time. If you spent only 1 point of Blood as you activated this power, your target has one month to fulfill the promise. If you spent 2 points of Blood, she has one week; and if you spent 3 points of Blood, she has one night.

Between game sessions, if your target has not attempted to fulfill her promises, her dreams are haunted by nightmares of misfortune and tragedy and she is unable to regain Willpower. Should the time expire before your target can complete the task, the piskies will curse the target, causing her to experience grave misfortune. These tiny tormentors are wholly unavoidable and can apply the curse regardless of her efforts to hide. The magic of the sworn oath even grants these Piskies access to areas they would not normally be able to enter such as a Haven with the Occult benefit. The misfortune inflected will be the flaw(s) you selected and will afflict her for two game sessions or two months, whichever is longer. The first session in which the flaws take effect counts as one of these game sessions.

Example: Stephen Branton, an overzealous Brujah, threatens Sebastian by saying he is going to pull out Sebastian’s fangs and make them into a necklace if he does not get out of his way. Suspecting that the Brujah is all bluster, Sebastian decides to test Branton’s resolve. Sebastian spends 3 points of Blood and declares the use of Promises Like Steel, succeeding in the opposed challenge with a normal success. He says to Branton, “Let it be done then, and let all who bear witness hold thee to account. You have until the end of the night to do exactly that, lest your wits reflect the softness of your mettle.” The player of Sebastian then informs the Storyteller that if Stephen Branton does not succeed in removing Sebastian’s fangs and making a necklace of them by the end of the night, he will gain the Slow Reactions flaw for two game sessions or two months, whichever is longer.

Exceptional Success

Should your target fail to uphold her promise, in addition to the standard success that allows you to assign up to a total of 3 points of flaws, you may also assign one additional flaw that costs between 1 and 3 points.

Source: MET - VTM - V2 (2021)