MET LARP SRD
(2013 BNS MET System)
Bullet Time
Prerequisites
Description
Time is not constant — with sufficient power, one can warp and mold it, causing one’s perception of speed and one’s actual speed to desynchronize. Normally such power is reserved to celestial bodies, but you have honed your perception of time to a finely-tuned resolution, allowing you to sidestep bullets and avoid blows with ease.
System
Spend 1 point of Blood to activate Bullet Time; this point of Blood can be spent prior to your Everyman initiative and persists through the remainder of the entire turn, including all Celerity rounds. While Bullet Time is active, you gain a +5 wild card bonus to tests using your Dodge skill for the remainder of the turn. Should you expend any of your actions on movement, this power immediately ends. Movement that does not require you to expend an action but instead moves you forcibly, such as being successfully targeted by a weapon with the Knockback ranged weapon quality, does not cause your Bullet Time to end.