Classification: Union // Open
Classification: Union // Open Ref werewolf/location/umbral_realm/flux

Flux

Umbral Realm · Werewolf

Werewolf

• The landscape of the Flux Realm constantly changes composition, color, and geography. These changes generally cannot kill, but anything is possible: moun­ tains can become deserts, the sky can turn purple, strange objects form and wobble by, etc. Each scene, the Storyteller rolls a die; if the result is odd, the landscape changes. • Characters can change form without spending a Rage point unless they botch their initial shapeshifting roll. Changing forms takes the normal amount of time. • Shapeshifters can manipulate the local environment by spending a Gnosis point and rolling Manipula­ tion + Enigmas. The Storyteller sets the difficulty, depending on the size and composition of the area reshaped; the effects last for a number of turns equal to the successes rolled. If two shapeshifters compete,

it’s a resisted roll. Increasing stability (that volcano is now a grassy knoll) is easier than disrupting it (the grassy field is a raging conflagration). • No entity can be bound or controlled in the Flux Realm, and all entities are freed by such control. That includes Gifts that induce those states and a mage’s Mind magic. Spirits bound to fetishes are freed. Mundane fetters such as alcoholism and drug addiction are temporarily shattered. • Shapeshifters must make a frenzy roll each scene. The difficulty of the roll is determined by the phase of the moon. A botched roll inflicts a derangement or delusion that can’t be cured while in the Flux Realm; after leaving the realm, the Gift: Mother’s Touch or great expenditures of Willpower can cure this. • Shapeshifters here can spend three Gnosis points and roll Charisma + Primal-Urge (difficulty 9) once each scene to consciously change their physical appearance or body composition. Cosmetic changes require one success; more radical changes (“my body is now liv­ ing silver”) may require five or more. However, these changes will revert upon leaving, possibly with dire results. A metis trying to remove a deformity may find it twice as horrific upon leaving the realm.

See also 5

Abilities & Attributes

Gifts

Spheres

  • Mind mage/power/sphere/mind
Referenced by 7

Places

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