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MET LARP SRD

(2013 BNS MET System)

Control

Level 5
1 Blood
Thaumaturgy

The Movement of the Mind • Level 5

Masters of the Movement of the Mind possess the ability to enforce their will via their mental might to seize complete telekinetic control over a target. With a gesture, you can control a subject, forcing her to physically move and act completely at your whim.

Cost

1 Blood

Focus

Perception

You have the ability to lift anything up to 10 tons in weight.

System

You can use the Manipulate power on objects up to 1 ton in weight, and you can target living characters by succeeding in an opposed challenge using the Thaumaturgy test pool. Characters who are successfully targeted by Control are considered to be grappled. If an individual grappled by this power attempts to escape your Control, she must succeed in an opposed challenge using her Physical attribute + Brawl versus your Mental attribute + Occult. This power doesn’t allow you to use other powers that require a Grapple. For example, you cannot use Control to hold a target at range and then affect her with Cauldron of Blood. To use Cauldron of Blood (or other powers that require a Grapple) you must physically Grapple your target.

Grappled characters or objects can be moved up to three steps per turn, in any direction. Control lasts for 10 turns, or until your target breaks out of this power’s grip. If you use this power to lift a target into the air and then drop her, or if she escapes while lifted in the air, she takes falling damage. For more information on falling damage, see Chapter Six: Core Rules,.

If you use Control to drop a heavy object on your target, the target must make a static challenge using her Physical attribute + Dodge test pool against a difficulty of 10. If she fails, she takes 1 to 6 points of normal damage based on the size of the object. A large brick might inflict 1 point of damage, while a large truck might inflict 6. Attempting to drop an object on your target causes her to be considered the target of a Physical challenge.

Exceptional Success

Your victim cannot attempt to escape your Grapple for two full turns: the turn on which she was grappled and the following turn.

Source: MET - VTM - Core Book