MET LARP SRD
(2013 BNS MET System)
Blood Tempering
Prerequisites
Description
The Vizers of Alamut have worked in silence for centuries, preparing tools and equipment limited by the resources available in their fortress’s isolation. In their resourcefulness, they’ve learned to leverage the power of their vitae to repair broken equipment and damaged weapons. The coming of the schism prompted knowledge of this technique to spread to the Camarilla and Anarchs, among whom this technique has become popular.
System
Spend 1 point of Blood and expend your standard action to make a piece of equipment function as you need it to for the next hour. When you activate Blood Tempering, choose one of the following applications:
Damaged or Old Equipment: This application of Blood Tempering allows you to operate nearly any equipment, as long as it is mostly intact. For example, if your truck has an engine and gasoline, it runs for the next hour, even if half the spark plugs are missing and there is a two-inch hole in the radiator. If your computer has a processor, keyboard, and a monitor, you can make it work like a highend machine for one hour. When using this application, assign the target item two equipment qualities of your choice —excluding Flashy or Masterwork. The chosen qualities must logically suit the equipment, as though it were new or undamaged. For the duration of this power, you cannot use the object’s original qualities, if it had any.
Improvised Weapon: Almost anything is a weapon in your hands. This application of Blood Tempering allows you to give an improvised weapon the qualities of a real weapon for the next hour. For example, you might make a nail gun that is as effective as a rifle, a broom handle that works like a mace, or a piece of scrap metal that functions like a sword. When using this power, assign the target improvised weapon two weapon qualities of your choice — excluding Flashy or Masterwork. The chosen qualities must be vaguely logical for your improvised weapon to possess, and you cannot assign supernatural qualities or qualities that do not match the form and function of the weapon. For example, you cannot make a baseball bat function like a pistol, and you cannot make a piece of steel behave like a silver weapon. For the duration of this power, you cannot use the improvised weapon’s original qualities, if it had any.
Incorrect Equipment: This application of Blood Tempering allows you to force a target piece of equipment to work for one specific situation for the next hour. For example, you might scrape at a random key until it fits the lock you are trying to open, or you might jury-rig a ½-inch wrench to work on a ¾-inch bolt. As long as the tool is similar to the specific item you need, you can make it work.
Unbreakable: This specialized application grants a weapon or object extraordinary durability, albeit temporarily. For the duration of this power, you can grant the Unbreakable quality to a piece of equipment. This item loses this quality if another individual handles or attempts to wield it. For as long as it possesses this quality, both mundane and supernatural effects are unable to break this item or compromise its physical integrity.