MET LARP SRD
(2013 BNS MET System)
Steal the Mind
Mytherceria • Level 6
Steal the Mind is an invasive power, plumbing the depths of a subject’s psyche to plunder her very sentience for your own benefit. This theft is temporary, but while you have possession of your subject’s mind, she is little more than a husk.
Cost
2 Blood
System
To steal a victim’s mind, spend 2 Blood, expend a standard action, and initiate an opposed challenge with your target, using the Mytherceria test pool. If you succeed, your target’s mental acuity is transferred to you. She becomes dull and slow-witted, and may even fall into a coma (if mortal).
While you are in possession of your victim’s mind, you gain a +3 to your Mental attribute, and your target suffers a -3 to her Mental attribute. If this penalty places your subject at 0 points in her Mental attribute, she falls into torpor (or a coma, if mortal). When used on a Stock NPC, this power always drops the NPC into torpor (or a coma), and provides a bonus to your Mental attribute equal to +3 or the Stock NPC’s level, whichever is lower.
An individual cannot be under the effects of more than one use of Steal the Mind at any time. The bonuses gained from Steal the Mind do not stack. You cannot use this power on two different characters in order to gain a +6 bonus to your Mental attribute. The effects of Steal the Mind fade after fi ve minutes, although you can extend the duration for an additional five minutes by spending 2 additional Blood while the power is active. Extending the duration in this manner doesn’t require another test. After the effects of this power fade, torpid or comatose characters quickly awaken.
Creatures that are not sentient, such as zombies, or are not human, such as animals, constructs, or elementals, are immune Steal the Mind.
Source: MET - VTM - Core Book