Flying
Umbral Realm · Werewolf
Flyers need to keep their wits and land before being obliterated by the maw of the Abyss. The irregularity of the cliff-face, scarcity of reference points and difficulty seeing anything makes distances difficult to judge. A flyer will also find that the downward winds make climbing out of the depths an exhausting task as she makes little upwards progress with each beat of her wings.
The two greatest risks with flying are judging the point of no return and avoiding looking into the maw and succumbing to Abyssal terror. Storytellers should call for frequent Willpower rolls for flying characters, as well as Perception rolls for her to judge the depth she has fallen to. Flying characters trying to land should make a Perception + Alertness roll (difficulty based on the moon phase) to find a suitable perch and roll Dexterity + Athletics (Flight) (difficulty 8) to reach it. Failure on the flight roll means the character missed the perch and must keep flying until she can succeed in another Perception roll to find an alter native. A botch on this roll means she has lost control and is tumbling towards the maw. Storytellers should decide how many opportunities the character has to recover from her fall, with fewer chances the closer she is to oblivion.
Three paths lead from the top of the cliff and snake their way to the bottom. The paths cross back and forth but only rarely intersect. At these points the character may change paths but this does not reduce the obstacles she must overcome. Each path is named for the metal most commonly found on it: iron, gold and silver.
See also 5
Abilities & Attributes
- Alertness shared/trait/ability/alertness
- Athletics shared/trait/ability/athletics
- Dexterity shared/trait/attribute/dexterity
- Perception shared/trait/attribute/perception
Places
- The Abyss werewolf/location/umbral_realm/the-abyss