MET LARP SRD
(2013 BNS MET System)
The Path of Caelestikinesis
Summary
Since time immemorial, humans and vampires alike have gazed at the night sky, wondering about their place in the universe. In the early history of astronomy, Earth was regarded as the center of all things. By the 16th century, Copernicus proposed that Earth and other planets orbited the sun. A century later, Newton discovered measurable forces between objects. By the 20th century, Einstein had formulated his General Theory of Relativity. Each of these advancements caused a profound shift in the understanding of the cosmos.
Alongside the scientific endeavors of cosmology are the religious implications of this knowledge. The profound nature of religious cosmology delves into the spiritual aspects of the cosmos and is not limited to experimental observation or theories and hypothesis. Instead, it concerns the myth, meaning, and stories that surround the religious implications of this knowledge. While science holds dominion over the world of mortals, astrology maintains its hold over the psyche. Humanity may fully understand that stars are burning spheres of plasma millions of miles away, yet people still look to their astrological signs for guidance.
Ancient thaumaturges embraced the stars as a source of power, aligning their magics with the turning of the seasons and the movement of the cosmos. While known by many names throughout the years, the modern Caelestikenesis implies that users can create, shape, and manipulate the cosmos. This reflects a modern understanding of astronomy, combining inherent spiritual beliefs with scientific understanding. Through the powers of Caelestikenesis, a thaumaturge can alter the physical and spiritual attunement of the cosmos.
Quote
“Intellego Astra Rego Fatum!" — Payton Kincaid, Apprentice of clan Tremere
Perfect Center
Level 1In ancient times, ships navigated by attuning their movements to a lodestar; a star chosen for its constancy, visibility, and reliability. For many sailors this was Polaris, but in the Southern Hemisphere the Southern Cross was the point of reference. Regardless of where you are, you are attuned to movement of the heavens and can discern your location with practically no effort. This attunement is strong enough to aid you in the face of powers that seek to disrupt your bearings.
Once learned, this power is always active. You are aligned with the stars, the seasons, and the celestial flow of the universe. You always know where you are geographically and can find your current or previous location on a map or give fairly approximate coordinates. You have this ability even if you are indoors or underground. In addition, unless you are influenced by a supernatural power, you cannot become lost as long as you are in the physical realm, or in another plane where you have an applicable Lore specialization. If you are involved in any challenges that affect your sense of location or your ability to locate something or someone, such as the elder power Mental Maze, the werewolf gift Trackless Wastes, tracking challenges, or the ritual Illuminate the Trail of Prey, you gain a +3 bonus to these challenges.
In addition, you may spend 1 point of Blood and your standard action to immediately gain familiarity with your current location.
Gravity Well
Level 2Objects exert gravitational force upon each other relative to their size and the distance between them. Even distant and lonely objects exert some pull, while nearby objects maintain an orbit. By invoking Gravity Well, you can magnify the gravitational pull that your physical form has on other living objects, forcing them closer to you.
Spend one point of Blood and your simple action to surround yourself with a significant gravitational pull. Once activated, and at the beginning of the everyman round, all characters within 10 steps of you must take one step directly toward you. This step does not count toward their movement rate or actions and is done outside of initiative. If a character is affected by multiple Gravity Wells, she takes a direct step toward each in the order the Gravity Wells were created.
This movement is considered involuntary. Therefore, a creature who has been ordered through the use of Dominate to remain in place will still move; however, a character with the elder power King of the Mountain does not have to move. Environmental effects that regulate movement still apply, such as if a character is chained to a wall; such characters cannot move beyond the limits of their confinement. Effects that rely on voluntary movement, such as Rigor Mortis, are not influenced by this movement. Characters involved in a Grapple move together.
Gravity Well lasts for 10 minutes and only affects living or unliving creatures; inanimate objects and non-ambulatory life such as plants or dead creatures are not affected. A character may only conjure one Gravity Well at a time. If she conjures a second, the first one immediately ends.
Circadian Disruption
Level 3Tied to the cycle of day and night, a circadian rhythm is the natural internal process that regulates the sleep-wake cycle of all living creatures, down to the smallest bacteria. Even unliving vampires are supernaturally compelled to sleep during the day, and when disturbed or forced awake, they are sluggish to act. By disrupting the circadian rhythm of a creature, you limit her ability to concentrate and perform to the best of her ability.
Spend 1 point of Blood and a simple action to activate Circadian Disruption. You immediately emanate a noticeable aura of lethargy. For the next 10 minutes, whenever you succeed in an offensive challenge using your Mental or Social attribute, any targets you succeed against also become Disrupted in addition to the power’s standard effects. While Disrupted, a character experiences momentary lethargy. This limits her skills to a maximum of 3 for the purposes of forming offensive and defensive test pools. A character remains Disrupted until the end of her next action. Multiple applications of this effect are not cumulative.
While Disrupted, characters with the Light Sleeper merit have their skills limited to 4 instead of 3. Creatures who do not sleep, such as zombies, are immune to this power.
Syzygy
Level 4Syzygy is the alignment of astronomical objects that occurs during an eclipse or an occultation. The act of two celestial bodies joined in cosmic dance bears special meaning in astrology, symbolizing a rare union of special significance. You can create a temporary union between yourself and another, intertwining your fates for a brief period of time.
Spend 1 point of Blood and your standard action to make an opposed challenge as you seek to magically splice two fates together. If you succeed, you and your target become Attuned to each other. While you and your target are Attuned, any negative supernatural power currently affecting you also affects her. For example, if you are suffering from the Dementation power The Haunting, your target likewise suffers from it. If your target is the source of the negative power, she may choose to end the effects normally.
This power lasts for 1 hour or until you have lost sight of your target for 5 turns.
Echoes of Anthelios
Level 5The Red Star is a mysterious heavenly body which appeared on July 15, 1999, heralding a time of great trouble and turmoil. Known by many names ― Wormwood to the vampires, Anthelios to the werewolves, and the Eye of Balor to the fae ― the phenomenon was universally believed to be a sign of the End Times, specifically Gehenna for vampires. The final power of Caelestikinesis allows you to manipulate the residual energies of this event, focusing them on an individual and incapacitating her will through visions of her own doom.
Spend 1 point of Blood and your standard action to make an opposed challenge. If you succeed, your target’s fate becomes intertwined with the star of destruction and calamity. While affected by Echoes of Anthelios, your target cannot spend Willpower to retest challenges or achieve exceptional successes. However, if she has an ability that allows her to retest without spending Willpower, such as Iron Will or Magic Resistance, she may use those abilities to retest normally. If your target has an effect that automatically grants her an exceptional success, determine an exceptional success normally.
Echoes of Anthelios lasts for 5 turns. During this time, your target feels a foreboding sense of existential dread.