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MET LARP SRD

(2013 BNS MET System)

Spiritus

Wielding enigmatic and secret shamanistic magics, Ahrimanes transcend the limitations of their thaumaturgical powers, giving them a greater connection and control over the world of spirits. As an Ahrimane learns Spiritus, she can not only interact with the spirit world, but she can harness its power to aid her own physical form. The most powerful practitioners of Spiritus are said to have been able to use spirits as conduits to cross fully into the realm the werewolves referred to as the Umbra.

While the shamanistic practices of Spiritus do not grant an Ahrimane direct knowledge of spirits or the realms they inhabit, it does allow them to undergo a spiritual awakening that bestows the practitioner with an awareness of the umbral realms. As a practitioner advances in her mastery of Spiritus she becomes unable to view her surroundings in quite the same way. As she becomes enlightened to other worlds and spiritual creatures, an Ahrimane feels burdened by how the mundane world appears banal by comparison. This awakening has caused those rare Ahrimanes who interact with other vampires to serve as guides or teachers, acting as intermediaries to the world beyond the dark and lonely existence of most vampires. While the Ahrimanes find comfort and solace in the insight granted by this power, most other vampires find the knowledge disturbing and unsettling as they realize how limiting and stale their reality is.

Learning Spiritus: This discipline may only be learned by Ahrimanes who take the Ahrimane merit Seekers of the Hidden (see VTM Volume 2 Issue 1, page 32). This is due to the extraordinary amount of spiritual journeying involved which requires having undergone the Ahrimane creation rites. As an addendum to the original text of the Seekers of the Hidden merit, you may only teach Spiritus to other Ahrimanes who purchase this merit. This discipline may not be learned through the Sabbat setting rules for diablerie.

“This place is open to all who come seeking a higher path. But I know your heart and your intentions. You will leave, quickly, or my companions and I will teach you a lesson on ignorance.”

Muricia, Gangrel Ahrimane

Wyld Eyes
1 Blood
Focus: Manipulation
Source: MET - VTM - V2 (2021)

Spend 1 point of Blood and use your simple action to open your eyes to the spirits and the Umbra. You can now see and converse with any spirit that happens to be active near you within the Penumbra....

Tame Spirit
1 Blood OR 1 DT action
Focus: Charisma
Source: MET - VTM - V2 (2021)

By spending a downtime action, you can draw out a Beast Spirit, converse with it, and begin the bonding process to form a companionship. The Beast Spirit companion you gain can either be the spirit...

Umbral Huntress
1 Blood
Focus: Manipulation
Source: MET - VTM - V2 (2021)

Once purchased the following benefits are always active: your brawl and melee attacks can damage spirits in the umbra even if they have not manifested (though you must still be able to see them...

Mantle of Atira
1 Blood
Focus: Manipulation
Source: MET - VTM - V2 (2021)

Spend 1 Blood and a simple action to attune yourself to the Umbra. Doing so allows you to touch the spirit realm and call upon a Beast Spirit and the life of the Umbra to enhance your physical form....

Spirit Walker
1 Blood
Focus: Charisma
Source: MET - VTM - V2 (2021)

Spend a Blood and a standard action to wholly bond with your Beast Spirit. Your physical form merges with the Beast Spirit into a singular spiritual entity. Thereafter, you appear as an...

Primal StrengthSource: MET - VTM - V2 (2021)

You have unlocked the full potential of your Beast Spirit companion. Your Beast Spirit companion gains 3 Healthy wound levels, 5 additional Gnosis, and it may choose an additional discipline...

Killer Instincts
1 Blood
Source: MET - VTM - V2 (2021)

Spend your simple action and 1 point of Blood as you ritualistically prepare yourself for a hunt. For the next hour your Physical attacks against that target gain the Accurate and Brutal qualities....

Become the Hunted
3 Blood
Source: MET - VTM - V2 (2021)

Spend 3 Blood and your standard action to call out to all nearby spirits as you command your quarry to flee, designating up to 3 targets. Make an opposed challenge using the Spiritus test pool....