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MET LARP SRD

(2013 BNS MET System)

Talisman

3 pts
Clan-Specific

You possess a magical talisman. Your talisman must be a straight, rigid item between five inches and six feet long. Ancient Tremere sometimes carry staves and wands, while a more modern or subtle Tremere may carry a cane, a drum stick, or a baton. As long as you are holding it in or touching it with your hand, you receive a +2 bonus to all Thaumaturgy test pools. If your talisman is broken, lost, or stolen, it is unavailable until you remake it, a process which takes four game sessions or two months, whichever is greater. Only you can use your talisman; other characters gain no benefit from your talisman.

Many talismans may be wielded as melee weapons, but that is not their primary purpose. If a talisman is sturdy enough to be wielded in melee, it should be built using the improvised weapon rules (giving it one weapon quality). Telyavetic Tremere who buy this merit can choose their talisman to be an Athame (or other bladed implement appropriate to a pre-Christian religion). Some religions scorn the use of an Athame as a weapon, but if wielded in combat, an Athame has the weapon qualities Concealable and either Fast, Silver, or Cold Iron.

Clan: Tremere