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MET LARP SRD

(2013 BNS MET System)

Warding Circle

Level 1
Thaumaturgy

Description

You have the ability to create a circle of protection that will ward off supernatural and partially supernatural creatures

System

During the casting of this ritual, you must use mortal blood to draw a circle on the ground (or other flat surface). This circle has a diameter of up to one step for each dot of the Occult skill that you possess. Once created, a Warding Circle cannot be moved without destroying it. You might paint a ward on a piece of plywood, but you destroy the Warding Circle if you move the wood.

By default, your Warding Circle affects partially supernatural creatures, such as ghouls or mortals with werewolf or fae blood.

If you have 3 or more dots in your primary path of Thaumaturgy, your ward also affects vampires, werewolves, and fae.

If you have 5 dots in your primary path of Thaumaturgy, your ward also affects ghosts, spirits, elementals, demons, and characters who are psychically projected.

Affected character types who pass through your Warding Circle take 3 points of aggravated damage. When creating a ward, it is possible to exclude certain creature types. A thaumaturge with 5 dots in her primary path can make a Warding Circle that allows vampires to enter but damages the other listed creature types. Individuals who are subject to damage from a Warding Circle can sense its presence when they approach within one step of the circle. The ward created by this ritual is spherical, making it difficult to jump over or burrow beneath the protection. A Warding Circle never affects the caster and may be tuned to exclude other individuals, so long as those individuals are present during the ward’s casting and contribute a point of Blood to the ritual. Wards cannot be tuned after casting; adding another individual to the ward after it is cast requires the caster to destroy the ward and create another in its place.

The blood used to create a Warding Circle does not fade until the ritual’s duration ends. Individuals who would be harmed by a Warding Circle cannot damage it. An individual cannot use a mop to clear away a ward that would affect her. Warding Circles can be broken by individuals who are not targeted by that ward’s protection or by the natural destruction of the environment. If you draw a circle in blood across a highway, it could be smeared by the passage of cars, washed away by rain, or broken by a mortal with a mop. Warding Circles cannot inflict damage on a character more than once per turn.

Casting a Warding Circle takes the normal casting time, five minutes, if you only wish to establish a short-term ward, which lasts for the rest of the night. If you wish to create a long-term ward, lasting a year and a day, you must expend a downtime action to cast it.