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MET LARP SRD

(2013 BNS MET System)

Maeljin Urge

Level 5
Abyssal

Description

Stories tell of the Abyss as a gateway, bridging the gap between different realms. Many Mystics spend decades searching for these secret passageways, while others simply make the ones they need. This ritual allows you to create a tiny crack into the Malfean realm, pulling out and trapping an Urge from one of the Maeljin Incarna within. You may use these embodiments of raw corruption for your own purposes, though such powers come with a price.

Cost:

2 Blood

System

This ritual allows you to summon, trap, and unleash an otherworldly entity, spreading chaos and division. While staring into a mirror, focus your emotions around one of the Urges listed below while repeating its name. Once you truly feel the manifestation of your desired emotion, shatter the mirror with your bare hand. As your blood mixes into the cracks of the mirror, spend 1 point of Blood to trap the Urge within yourself.

You may only hold a single Urge at a time. Should you choose, you may hold it throughout the night but if unused the Urge dissipates at sunrise. While holding it trapped within yourself, you suffer from a mild derangement attached to your chosen Urge. Create an item card using the chart below as a representation of the effects of this ritual. 

At any time, you may choose to spend 1 point of Blood to release the Urge. The next time you successfully touch a character, pass the item card to their player as the Urge and the derangement passes to their character. You may pass the Urge through casual or incidental touch, such as a handshake, or it may require an opposed challenge if your target is clearly avoiding touch. Gloves or ordinary clothing do not stop the transfer (note: while a character can touch other characters without consent, do not touch other players without their permission). Once transferred, your target’s player must take the item card and her character suffers the full effects of the derangement for the next 10 minutes, after which she gains 1 Derangement trait. After this time, the Urge (and the item card) must pass to the next person touched by the character of the card holding player. If she does not pass the Urge, she continues to gain 1 Derangement trait for every 5 minutes she retains it.

When the Urge is passed to the next character, the prior character loses the Derangement caused by the Urge. When a player has the item card, her character is fully aware of when she can pass the Urge to another as it whispers encouragingly to her, wanting to spread. A character may only be the host of a single Urge at a time, and she cannot pass the Urge back to the same character who gave it to her. In these cases, the character hosting the Urge will understand that the transmission has failed. 

If you (the player of the ritualist) are handed the item card, your character is immune to its effects and may pass it along at any time. This cycle continues for the remainder of the night, at which point the Urge returns to Malfeas. 

At any point in the chain, someone may attempt to kill the Urge by spending 3 points of Willpower and immediately suffering a psychotic break. As the ritualist who unleashed it, you are immune to this effect.  When selecting an urge, you may choose from the following:

  • Greed (Kleptomania) – Derangement Trigger: An unattended item that is not yours. – Response: Steal the item. Roleplaying Aid: “That is not mine. But it should be. I need to fix this.”

  • Violence (Destruction) – Derangement Trigger: Any minor/perceived act of rudeness. – Response: Break the offending object or person. Roleplaying Aid: “Was that look an insult? Yes. You cannot stand for that!”

  • Despair – Derangement Trigger: If someone familiar leaves your presence. – Response: Emotional Breakdown. Roleplaying Aid: “Nothing is right, and nothing will ever be again.”

  • Apathy – Derangement Trigger: Someone tries to involve you in conversation. – Response: Disengage and avoid. Roleplaying Aid: “Everything is just dreadfully pointless... What even matters?”

  • Paranoia – Derangement Trigger: Any audible sound without a visual source. – Response: Get away from whoever’s watching you. Roleplaying Aid: “You may not know how, but you are definitely being followed.”

  • Consumption (Hunger) – Derangement Trigger: The scent of food, blood or flesh. – Response: Devour anything that could possibly be edible. Roleplaying Aid: “You are starving; you could eat for days and not feel full...”

  • Lies – Derangement Trigger: Someone asks you a question. – Response: You may not communicate a full truth. Roleplaying Aid: “They will use the truth against you. Bury it in lies.”