Classification: Union // Open
Classification: Union // Open Ref werewolf/location/umbral_realm/the-abyss

The Abyss

Umbral Realm · Werewolf

Werewolf

• Anything that can’t fly that falls into the Abyss is lost forever. • Any Garou performing a Rite of Summoning in the Abyss has her dice pool doubled. • A werewolf staring into the Abyss must make a Willpower roll (difficulty of 12 minus the charac­ ter’s Gnosis). If she fails, she must make a Frenzy check. With three or more successes, she enters a fox frenzy and flees. If she’s lost all her Willpower, she tries to leap into the Abyss. • Exploration may result in earning extra experience points that can be used to buy Enigmas, appropriate Gifts, or Gnosis. • No actions involving the expenditure of Gnosis points work here. • Anything lost in the Umbra eventually arrives in the Abyss. Werewolves may even search for lost items here; the difficulty to find anything depends on the size of the item. The number of successes required decreases the farther a Garou descends into the Abyss. • Every 300 feet a traveler descends into the Abyss, difficulties for Perception rolls increase by 1. • All sight Perception rolls here depend on the phase of the moon; the Abyss conforms to earthly time.

See also 3

Abilities & Attributes

Rites & Rituals

Referenced by 21

Discipline Powers

Disciplines

Gifts

Other Factions

Places

Rites & Rituals

  • Abyssal Threads vampire/power/ritual/abyssal-threads-level-3-abyss-mysticism-ritual
  • Feed the Darkness vampire/power/ritual/feed-the-darkness-level-2-abyss-mysticism-ritual
  • Maw of Ahriman vampire/power/ritual/maw-of-ahriman-level-4-abyss-mysticism-ritual

Rules

Story Seeds

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