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The Sideways Path
    For centuries, Kindred have coveted the Garou's innate ability to travel between the umbral planes, thus escaping capture and infiltrating even the most closely-guarded strongholds. Recent developments have led a few enterprising Tremere into the worlds beyond. However, they are the newcomers to these strange realms, and although the ability to delve into these places has been revealed, protecting oneself from the local inhabitants is another matter entirely.

System:
    The Kindred must have access to a reflective surface large enough to step through. The difficulty of the roll depends largely on the gauntlet at the point of entry. Once a roll is successful, the object in question becomes a viable 'portal' into the umbral realm in question. It provides an easy exit for the thaumaturge, but by the same token can allow others to pass into or out of the Umbral planes.  
    A failure of the roll causes two unsoakable levels of aggravated damage to the thaumaturge in the form of 'psychic shock'. Furthermore, it renders the object in question permanently unable to become host to a portal, or to the gauntlet travel of the Garou. Mirrors grow dull and faded (though they continue to reflect); glass becomes irreversibly smudged. Water becomes murky, but the effects clear up in approximately half a month. The thaumaturge can intentionally mar an object in such a fashion, and the difficulty is 14 minus the gauntlet difficulty, to a minimum of four.
    Minor botches may cause increased damage or make the object of focus explode violently. Major botches include opening a portal to an unexpected umbral plane, or creating a sucking void, drawing everything - the thaumaturge included - into it.
    To collapse a portal, the thaumaturge need only be in close proximity to it. There is no required roll. However, closing a portal from the umbral plane may make it difficult to return, as some planes have nothing resembling a mirror. 



● - Smashing the Gauntlet
    The thaumaturge can open a portal to the Penumbra.

- Piercing the Veil
    At this level, the thaumaturge can access the Middle Umbra and the Shadowlands.

● - Dante
    The thaumaturge can access the Underworld and the Astral Realm.

● - Singularity
    The thaumaturge is no longer bound by mundane physical laws in the creation of the portal. While the reflective surface still needs to be of appropriate size, the umbral end of the portal does not exist in Euclidean dimensions, and can travel with the thaumaturge in his pocket. This makes for an easy avenue of escape. However, every person passing through this portal (into the umbra, or back from it) suffers one level of unsoakable aggravated damage.
    Portals created in this fashion are at DC +1 unless the thaumaturge has at least 4 dots in this discipline.

  - The Edge of Reality
    The thaumaturge can travel through the various zones of the Umbra. The Thaumaturge must use a Singularity to visit these realms, as leaving a direct link to the mundane realm would prove too disastrous.

● - Beyond the Fringe
    The thaumaturge now has access to all realms within the Near Horizon, provided he can navigate the infinite vacuum of space. The Thaumaturge must use a Singularity to visit these realms.