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MET LARP SRD

(2013 BNS MET System)

Become the Hunted

Level 7
3 Blood

Spiritus • Level 7

Your hunting and spiritual prowess are legendary and are regarded highly even among the spirits. When you call for a hunt, your howl echoes into the Umbra and all spirits who hear it answer. Nearby Beast Spirits big and small manifest in a swarm of spiritual wrath that your prey has no hope of overcoming. Like the foolish Actaeon from legend, your quarry is hounded as it flees; weakened and rendered unable to communicate.

Cost

3 Blood

System

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. Should you spend 1 point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges, without the need to spend further Willpower. If you spend the Willpower to retest after some challenges are already resolved, you cannot go back to previous challenges that you lost and apply the Willpower retest retroactively. If you succeed, your targets become marked by the spirits of the hunt. Those marked immediately lose the ability to communicate, which includes the ability to speak or produce sound, send text messages, or use sign language, and any telepathic links they are a part of immediately sever. They cannot initiate or relent to Telepathy or similar powers of communication for as long as this power is in effect. Further, they cannot benefit from any beneficial powers from others, such as Cloak the Gathering, Corpore Sano, or Madrigal, and may only use their own powers until they have successfully fled the area. In addition, your opponents are unable to be targeted by the Assist Defender or Assist Attacker mass combat tactics. These effects last for 15 minutes or until the target successfully fair escapes.

As you activate this power, you must designate the area the target is to withdraw from. You may designate an area as small as the room or the building you are in, an area up to 4 square blocks in an urban setting, or an area up to 1 square mile in a wilderness setting. Once your target successfully leaves the area, the effects of this power cease. However, if your target returns to the designated area within the duration of the power, the effects take hold once again, persisting until she either leaves or the power’s duration ends.

Finally, you may give the target some amount of time to leave, choosing to deliberately delay the onset of this power. For example, you may wish to give your target to the count of 10. If you do, the power’s duration begins immediately, but has no effect until you may spend a simple action to enact its effects; this applies even if your target is not within your line of sight.

Exceptional Success

This power lasts for the next hour instead of 15 minutes.

Source: MET - VTM - V2 (2021)