From: rmhar4@monash.edu.au Subject: Rules for Deep Umbra Characters Part 1 Creatures from the Deep Umbra PART 1 Beyond the Near Umbra, Horizon realms, Shade realms, Shard realms, Paradox realms, Dream realms and others, lies the other worlds of the Tellurian; The Deep Umbra. Home to a myriad of beings in a myriad of worlds, the Deep Umbra truly is the last unexplored reach of existence. -==- Most of these worlds contain creatures, both supernatural and natural who can traverse the Umbra. Each explorer originates in his 'home' world and reality, and if he/she/it stray too far, they will learn that their powers are not always a blessing. This is the story of those who found that the Tellurian can not only be a wilderness, but also a prison. What most explorers don't realise is that each 'home' reality has a sort of gravitational pull towards itself, as it tried to reclaim a part of itself. But as reality can be broken by a mage's raw energy and will, by the power of a vampire's blood, by faith and spirit, so can this pull on an explorer break. Breaking from one world, they fly into the embrace of the nearest world, and the journey is not always easy. It starts slowly, with the individual feeling cold and detached. Soon the explorer feels lost, and loses bearing. Then, piece by piece, reality dissolves, and the character floats through the random void. Often the characters do not survive, as their very thoughts become concrete reality, the smallest application of will an earthquake. This may last seconds, minutes, or in rare case up to an hour, then comes what explorers refer to as the Rush. The Rush is the reality of a new world sucking in the individual to replace fluctuations in it's own pattern. The world's magnetism is truly awesome in the shapeless void in which the explorer lies. The explorer appears in some place in the host world's reality, where holes appear; magical firefights, gatherings of vampires, Lupine rituals. This also is a trial for the character, but it ensures they are dropped right into the World of Darkness, but not before the host reality has taken it's toll... "I adapt to the unknown..." -- Metalica The character, coming from another reality is already used to a different environment, but being absorbed from a landscape created by their own psyche into a hole in reality, the are warped to fit into it. Depending on the environment they came from going to the place they materialise radically alters the characters into a new lifeform that is tied to a new reality... Not all places in the Deep Umbra are part of a reality set, in fact, only a minute amount of places conform to any reality. >CREATING AN ALTERED CREATURE "Remember, we arn't here, none of this is happening." -- Air America >Optional Method: >Determining your character's focus. The character will have been pulled into a reality disorder created by a being in that reality. Depending on what being created the hole the explorer will be changed to fit it. This is called the character's focus. 1) Vampire Blood magic, or similar discipline. Foci: Compat, Grine, Higant, Bragath, Luffe. 2) Werewolf Ritual, gift, or as a side-effect of traversing the Umbra. Foci: Any, barring Desparil and Escondu. 3) A Mage's magic. Foci: Any 4) Miracle; and act of faith that creates a reality vacuum. Foci: Compat, Luffe. 5) A Side-effect from a spirit, or replacing a spirit in manifestation Foci: Luffe, Compat, Grine, Higant, Desparil. 6) No apparent cause. A wildcard, the character remains as he was when in the void (ie: Pretty twisted). These characters become Marauders and cannot be played by characters (See Mage for more details). Foci: Neanon. >Foci The character's form is roughly determined by the focus. The options of form are as follows. FORM FOCUS Str Dex Sta Chr App Man Per Int Wit Tot >Human al - Dwarfed Grine -6- -5- -9- -4- -4- -5- -6- -5- -5- :49 - Giant Higant -9- -4- -9- -4- -4- -4- -5- -5- -5- :49 - Standard Compat -6- -6- -6- -5- -6- -5- -5- -5- -5- :49 - Normal Mundane -5- -5- -5- -5- -5- -5- -5- -5- -5- :45 >Inhuman - Monster Escondu -7- -7- -7- -3- -0- -2- -7- -8- -8- :49 - Alien Desparil -6- -6- -6- -5- -5- -5- -5- -6- -5- :49 - Beast Bragath -9- -8- -9- -3- -2- -2- -6- -4- -6- :49 - Immaterial Luffe -/- -7- -/- -5- -5- -5- -9- -9- -9- :49 - Other Neanon -?- -?- -?- -?- -?- -?- -?- -?- -?- : ? The Character's Focus determines his limits, physical nature and appearance. You will notice that almost all the scores listed above are superhuman. This is because in the scheme of things, the mind is the only thing which can remain unwarped, and all other attributes are relative to life in earth as a whole, not just humans. The mundane are included as an example, and although you may chose this focus, it is not recommended. >Attributes: Limits and Strengths The above table lists the attribute maximums of each focus. They can be modified, providing that for each limit shifted up or down another attribute from the same group (Physical/Social/Mental) is shifted the opposite way. No limit can be moved more than two points. In the case of the Luffe, the physical attributes represent how solid they actually are (if at all), and though they may be bought up, they start at zero, and move up from there. The attribute maximums for the Neanon are determined by the storyteller. If you wish to create your own limits, split 49 levels between the 9 Attributes, for a balance of about 5-6 each. >The chemistry of it all Thick Skinned +2 Str + Potence vs your stamina for a vampire to penetrate your skin. Only work whilst you are resisting. Haemophiliac -3 If you get cut you don't stop bleeding without medical help. Kindred will find they can't lick closed a bite wound with a lick. Potent Blood -3/+6 Your blood is unusually potent. All creatures will desire your blood above most other things. They gain two points for every one drunk. At +6, however, you may blood bond people to with three drinks. If you possess a bloodpool an disciplines you can make Ghouls with your blood. Poisonous Blood +3/+5 Your blood is poisonous to both kindred and mortals, though they will not know this till they drink it. Every blood point drunk causes one point of (non-aggravated) damage. With 5 points spent on this merit, your blood is poisonous on touch, though you may dextoxify it with a few rounds concentration. Deformity -3 You have some deformity, that raises your social rolls by 2, and raises your dexterity roll by 2 in some cases, depending on the deformity. Bad Taste +2 Your flesh exudes oils which taste so bad that it anyone tries to bite you, they will become nauseous. The biter must spend willpower each turn, or retch. Note that since vampires don't actually try to rip at your flesh when biting (unless it is a melee attack) this does not prevent them from drinking your blood. Mute -4 You have no vocal cords, or they do not function. You may not communicate with anyone vocally. You can communicate, via other forms, such as writing, or sign language. Missing limb -3 You are missing a limb. You lose two dice on activities that normally involve two limbs, provided they can be done with one. Strict Carnivore -1 You can only eat meat, and preferably raw. This can be an inconvenience in the wild where game is scarce. Ambidextrous +1 You have a high degree of off-hand dexterity and can perform tasks with your off-hand at no penalty. Armour +3 You have body armour, either external or internal that protects you from harm. Internal body armour gives +2 Soak and external gives +3. Note the obvious disadvantages of the external armour. Constricting coils Your body is unusually long and muscular, giving you greater ability to entrap people. You gain +3 on Immobilise Fins +1 You have fins, webbed feet/hands, etc. Your speed whilst swimming is doubled. Gills +1 You have gills which allow you to breath underwater, providing the water is suitably clear (ie: Not next to a sewage outlet; there is no oxygen in the water). Fur +1 Your body is covered in warm fur, giving you +2 survival in the cold. Spiked Tail +2 You have a tail which can be used to lash opponents for Str +2. Bad Sight -2 Your sight is defective, you have a +2 difficulty to any dice roll where good eyesight is essential. This can be fixed with corrective lenses. Blind -6 You automatically fail any dice rolls involving vision. You cannot see -- the world of colour is lost to you. Colour Blind -1 Colour means nothing to you, you can only see in black and white. You perceive everything in shades of gray. No sense of Taste or Smell -3 You cannot taste food, or smell at all. While this enables you do eat the most vile food, you cannot detect poisons and the like. One eye -2 You have one eye -- choose which one, or determine randomly during character generation. You have no peripheral vision on your blind side, and lose two dice in missile combat and any situation which involves depth perception. Hard of hearing -1 Your hearing is defective, and you have a +2 difficulty on all hearing rolls. Deaf -4 You cannot hear sound and automatically fail any rolls that require hearing Life Beyond life +5 You do not die when you are reduced past incapacitated. Unless the damage done to you is aggravated, you may heal by any means available to you, but suffer normal penalties until the wounds are healed. You die normally if the damage is aggravated. Claws +3 You have claws that cause str + 2 natural damage. If they are retractable it costs you a point from the most appropriate pool (Rage, Blood, Will, etc) to activate them. Note that they only do aggravated damage if fist of god is bought. For an extra +1 they do Str + 3. Fangs +2 As above for fangs, except they do not require a point from a pool, but they will do more damage if they arn't retractable. This is the difference between vampire fangs and a werewolf's not-so-loving bite. Str + 2 for retractable or smaller non-retractable fangs, Str + 3 for non-retractable fangs. Alternate forms +3 (Each) You have two or more forms you can change into. These forms are made at character generation, and is just a different set of attributes, and advantages. Note that this cannot change the intrinsic nature of the character, so only 5 attributes may be different from the 'base' form, the skills remain the same in all three forms, and the psychology of the character must remain very similar, with only 1 or 2 points of variation. This is mostly up to the storyteller, who should change these limits if there is a justifiable reason for the character, and it doesn't overbalance the game. You can only do partial changes if you buy mix-morph. The Storyteller should be careful with this, because it is easy to have a number of alternate forms, so the character can mix-morph into a set of advantages appropriate for the time. Fleet of foot +2 You can naturally run double speed. This does not give the character additional actions. Mix-morph +5 You can change certain parts of yourself you another of your forms. You must roll your Morphing skill versus the difficulty of that form. See Alternate forms for more. Longevity How long-lived are you? Normal aging rolls start at 65 so this is assumed as the default. These are the other options. Maturity Old Age Cost 18 65 0 Normal 16 85 2 With Longevity Advantage 18 320 4 Revenant -- Unaging 6 Vampire Bloodlust -5 You hunger for blood. You lose one point of blood per day, and constantly desire vitae. If you have the beast within it will cause you to frenzy as a vampire. Silicon physiology +5 Your body is based on silicon materials rather than carbon based ones. As a result of this, you make stamina rolls with a -1 difficulty, and soak rolls with a -2 difficulty. Don't Sleep +4 Your body is able to sustain itself in constant action without the need to sleep. You fatigue as normal, but have no need to sleep. This is not to say you can't, just that you don't need to. Ferrous physiology +7 Your body is at least partly made up of ferro-organic and ferrous compounds (Metal), giving you 4 soak dice and -2 on all stamina difficulties (except soak rolls). Undead physiology +4 Your body has ceased to function as a living body but you still remain alive and able to move. You are invulnerable to radiation, unaffected by gases, immune to disease, etc. Dormant Circulation +2 For some reason, your blood circulation and lymphatic system are remarkable effective. You hardly bleed when cut, you don't suffer loss of blood wounds. The only problem is that if a wooden stake (or some designated material, be sensible when choosing) pierces your heart, you can no longer move your body. Note that since you don't need your heart to keep you alive any longer, this will not kill you, as it does to mortals. It also means that if your arm is torn off, you suffer only the aggravated damage, rather than dying from shock. No vital functions +3/+4 Your vital functions no longer determine your health. You don't need to eat, drink, or breath, and can't unless you buy this advantage at +1 (Total of +4). Heightened Senses +1 (each) You have unusually good senses. Each sense you enhance with this advantage rolls at -2 difficulty. >Social Ranked Society -8 Your society is ranked, according to accomplishments, honour and wisdom. You must obey Renown rules for your powers, whatever they may be. Divided Society -1 Your 'family' is grouped into Clan, camps, etc. You are constantly divided, and spend large amounts of time in a powerplay, as different factions try to gain control of the Clan as a whole. Affinity +3 You have a special rapport with another type(s) of supernatural creature. These creatures like you very much and all social rolls are at 2 less difficulty. Pack Society -/+ 0 You and your kind (or adoptive kind) run in packs. You may not have come alone into this reality, and maybe there are others like you who run in this pack. In any case, you have the responsibilities and benefits of pack life. Natural enemies -3 (Each) Your race, or just you yourself are hated and attacked by some of the supernatural races. Their motive is to eliminate you, and only wayward individuals in their group would ever give you any sympathy. Animal Affinity +1 You have an innate understanding of animals, and they don't fear you because of this. Reduce all roll involving animals by 2. Adoptive Tribe/Clan +4 If you have the correct powers, you can join one group, and buy powers at their costs, but you inherit any weakness they have. >Powers Bloodpool +10 You have a bloodpool. You can use blood to build up your physical attributes, power disciplines, etc. Your bloodpool starts at 11 and increases if you buy generation, or steal it from someone else (via diablerie). If you have fangs, you drink blood as a vampire (the kiss), otherwise you must extract it from the blood some other way. If you have bought the beast within and bloodlust, you frenzy on sight of blood as per vampires. Rage and Gnosis +10 These two scores, commonly used by werewolves, are essential for gifts. However, both of them can be used on their own, in combat and the spirit world. Your scores in these two start out as one, but can be increased with freebie points or buying Spiritual Influence. Note that if you have the beast within, you don't frenzy whilst your Gnosis is higher or equal to your rage. Regeneration +5 You regenerate one level of non-aggravated damage and one point of aggravated damage a day, in addition to normal healing. This does not work in combat, though, unless the character has the appropriate gifts, or Rage. Combat Regeneration +7 As above, except you may regenerate one level of non aggravated damage each combat round. Gifts +8 You have three first level gifts. These are taken from a selection chosen by the Storyteller, or by the character, if the groups of gifts are well defined (Select an auspice, a breed similar to any of your forms, and chose a tribe. These are choices only, they don't enrol you in a werewolf tribe). Additional Gifts can be bought for 7 points each, 1st level only. You must have Rage and Gnosis to use these powers. Spheres of Magic +10 Your avatar has been awakened. You have one point in one sphere plus one per 5 freebie points spent on this advantage. You have one point of Arete, a Quintessence equal to your avatar background, and are prone to paradox as are all mages. See Mage:TA for more details. You are counted as a Hollow One (Orphan), unless adopted by a tradition. If adopted by a tradition, you gain their special sphere, but must use foci as they do. Vulnerability -5/-9 You are affected by the presence of a specific substance. Whilst it is near, you suffer one point of damage every other round and all difficulties are +1. Weapons utilising this substance do double damage. At -9, this damage is aggravated. Weakness -4 There is a particular substance that causes aggravated damage to you when used in a weapon. If the substance cannot be fashioned as a blade or bullet, simply the presence of the substance in the weapon (in the pommel, etc) makes it cause aggravated damage. Disciplines +10 You can bend reality to your will through blood power. You have one discipline, which can be chosen from any physical Discipline (Potence, Celerity, Fortitude) or clan discipline, but only if you have been adopted by them. Each other discipline costs 7 points each. You must have a bloodpool to utilise them. If the character has not adopted, he/she will buy disciplines as a Caitiff. Spiritual influence (See Below) Your Rage and Gnosis are affected by some aspect of your host reality. In the case of the werewolves, it is the cycles of the moon. You can buy more than one selection if you wish, though this is unadvisable. Case 1 : Gnosis 2 Rage: 5 Cost: 5 Case 2 : Gnosis 2 Rage: 4 Cost: 4 Case 3 : Gnosis 3 Rage: 3 Cost: 4 Case 4 : Gnosis 4 Rage: 2 Cost: 4 Case 5 : Gnosis 5 Rage: 2 Cost: 5 Fist of God +7 Your natural weaponry (fists, claws, etc) does aggravated damage to all supernatural creatures. One option is that you must have a specific weapon to use this power. If you have claws and/or fangs, this only costs +3, but your claws, fangs, etc, are your only aggravated damage weapon. >Supernatural Raphael's Curse -7 Sunlight causes aggravated damage to you as it does to vampires. Warped Reality -3 Reality can change as you develop negative energy. You suffer the effects of the Quiet if you gain paradox, lose humanity, lose Gnosis, or botch on some powers. Study points +8 You are able to learn extremely fast through research, and only a small amount of experience. You gain study points for studying in downtime, to speed your acquisition of knowledge and skills. Delirium -2 For some reason, mortals are terrified by your form. They suffer the effects of the Werewolves' delirium, on page 201 of W:TA. Veil +4 Normal people don't remember your supernatural abilities as do other supernatural beings. This is different from the background Arcane, in that people do remember you, and your powers can be captured on film, but they tend to rationalise everything (ie: Man in a gorilla suit ran in with a gun). Patron spirit (See Below) You have been adopted by a powerful spirit. Sometimes called totems, these spirits lend power to their followers, asking one or two small things in return. If you purchase the Totem background, the spirit will intervene periodically. The cost is variable depending on the spirit. See W:TA and/or it's player's guide for details. With the Storyteller's help the character can have an individualised totem. Step sideways +4 You can naturally enter the umbra with some mundane focus. You must roll your Gnosis versus the Gauntlet as a difficulty, or your Arete dice as in Mage:TA. >Mental Iron Will +5 You are immune to all types of mind control. You have never submitted before, and you are not going to start now. All willpower rolls are made at -2 difficulty. The Beast within -5 You have the beast awake within you, and because of this you frenzy like a vampire, or as a lupine is you have rage. >Examples >Garou Step sideways, alternate forms (4), rage, gnosis, beast within, Spiritual influence, gifts, patron spirit (totem), natural enemies (Wyrm, Vampires, Hunters = 3), regeneration, Potent blood (-3), Ranked society, Pack society, Mix-morph, Life beyond life, Divided society (each tribe has camps), Adoptive Tribe, Agg. Damage from sliver. +4, +12, +10, +5, +8, +?, +5, +/-0, +5, +5, +4: 58 -5, -9, -3, -8, -1, -2: -23 Total: 35 >Vampires (Camarilla) The Beast Within, Life beyond life, Fangs, Natural Enemies (Werewolves, Hunters, Sabbat = 3), Disciplines (3), Adoptive Clan, Longevity (Unaging), Bloodpool, Bloodlust, Dormant circulation, No vital functions (+3), Fist of God (+3) (Claws/Fangs), Raphael's Curse, Potent Blood (+6), Undead Physiology. +5, +2, +24, +4, +6, +10, +2, +3, +3, +5, +4 : 64 -5, -9, -4, -7: -25 Total: 39 >Mages (Tradition) Natural Enemies (Technocracy, Nephandi, Marauders = 3), Spheres of Magic (5), Warped Reality, Adoptive tradition, Study Points. +10, +20, +4, +8: 47 -9, -3: -12 Total: 30 Part 2 Follows.