To Become the Star of Erebus
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
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. The traditional and perceived meaning of Erebus is "darkness" and can be traced from Semitic sources and those of the Indo-European language families, examples include: rájas (Sanskrit), riqis (Gothic), and røkkr (Old Norse).
Theory:A combination discipline that allows the non-sorcerer to traverse the known world nearly instantaneously. The vampire must be able to assume the form of the Tenebrous Avatar and activate the Auspex power known as Anima Walk. The metaphysics of the idea are that, rather than just Anima Walk, the vampire can transform his physical form into shadow and bind it to his spiritual self, thus becoming a true spirit of the darkness and allowing him entry into the Umbra and using it as a short-cut between physical locations in the known world.
System: The player expends one point of Willpower and three 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 Taugast could require a a 10. Three successes are needed in order to have a safe and largely uneventful journey through the Umbra. 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 avatar. 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 avatar far off course, thus either landing you in a distant and unfamiliar land or worse, marooning you in some unknown location within the Umbra. Should you change or add to your destination while on your dark 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