MET LARP SRD
(2013 BNS MET System)
Mental Maze
Obfuscate • Level 6
Your abilities can aggressively cloud a victim’s sense of direction, tricking them into seeing things that are not there or ignoring things that are. You effectively trap your opponents in an area by preventing them from correctly perceiving their environment. Hopelessly lost, your victims are doomed in an ever-shifting prison until you free them.
Cost
1 Blood
System
This power alters and confuses a victim’s sense of direction, leaving her mind unable to perceive an exit or the path to her destination. Spend 1 point of Blood and a standard action to target a number of individuals up to your dots in the Stealth skill. If you succeed in an opposed challenge using the Obfuscate test pool, for the next 10 minutes you inflict your target with a mental haze that confounds her sense of direction. Should you expend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges have been resolved, you cannot go back to previous challenges you lost and apply that Willpower retest retroactively.
Affected individuals become hopelessly lost and are unable to navigate out of the structure they are in or to navigate out of an outdoor area up to the size of 4 square blocks, and cannot find a specific location within their area such as an exit door, a side room, or where a specific vehicle is parked. No matter what efforts the affected target makes to change location, their mind creates obstacles that keep them trapped. Mental Maze prevents a target from declaring fair escape from a combat scenario while under the effects of this power. Once applied, the effect is continuous until the duration ends; the target cannot seek to escape through a clash of wills.
If someone not affected by this power seeks to help someone that is affected , by guiding them out of the area or picking them up and carrying them, the duration of the power is halved allowing the affected target to leave the area after 5 minutes as opposed to 10 minutes as the affected character fights, argues, struggles, and resists the assistance, believing they are being led into danger. Contrived actions to reduce this time, such as victims allowing themselves to be willingly carried or staked, are not allowed.
Source: MET - VTM - V2 (2021)