To Become the Star of Erebus

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Discipline Techniques -x- Lord Blake

Light thinks it travels faster than anything but it is wrong.
No matter how fast light travels,
it finds the darkness has always got there first,
and is waiting for it.
— Terry Pratchett, Reaper Man

Introduction: In Greek mythology, Erebus was a primordial deity and the personification of darkness. He was one of four children birthed by the void and the lover or husband of Nyx the goddess of night, with whom he fathered several other gods and goddesses. Thus, to become the star of Erebus means to literally transform oneself in totality into what is essentially a comet of shadow that can traverse the astral realm from one earthly locale to the next and once there, transform back into material form at one's chosen destination. To accomplish this, one must have mastered both the Auspex power of Anima Walk and the Obtenebration power of the Tenebrous Avatar, and have studied under a trained master of this discipline technique. The dangers of attempting this feat without the proper training and or supervision inevitably leads to physical or spiritual scars if one is lucky. For the not-so-lucky, it means having lost some part of oneself during the transformation into the "Star of Erebus" or worse still, an imperfect transition back into the material world that leaves the victim trapped as a shadow-born horror made flesh.

System: The player expends one point of Willpower and five points of blood and roll Perception + Occult. The difficulty is a base of 7, modified by the distance and complexity of the voyage you plan to take. A quick step out to the corner tavern might require only a 4, while a trip into China could require a a 10. Three successes are needed in order to have a safe and largely uneventful journey through the astral realm. Just achieving one or two successes lets you transform and go on the voyage you intended, but it will take longer than expected and involve hazards to your dark spiritual form. A failure indicates that you must spend another three points of blood and one of Willpower and roll again. While a botch spins your dark spiritual form far off course, thus either landing you in a distant and unfamiliar land or worse, marooning you in some unknown location within the astral plane. Should you change or add to your destination while on your spiritual voyage, you must roll Perception + Occult again at a new target number as designated by the Storyteller, with the same consequences for varying degrees of success.

Requisite Disciplines: Auspex 5, Obtenebration 5

Experience Cost: 35