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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.
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