With 2 votes and one abstain following has been clarified:
quote:
Walking Between Worlds
Some supernatural creatures, including werewolves,
have learned methods of crossing the Gauntlet from the
physical world into the Umbra. All Garou have this Gaiagiven
ability — it’s their birthright, their legacy, and an
intuitive ability they inherit from the time of their First
Change. However, most werewolves are unaware of this
talent, and they usually don’t attempt it until an elder
shows them the way. Garou call this practice “stepping
sideways.”
Traveling through places where the Gauntlet is thick
is virtually impossible; crossing over where the Gauntlet
is thin comes as naturally as controlling one’s breathing.
Spiritualists can learn more exotic methods of crossing
this barrier, such as circumventing the Gauntlet entirely
by traveling to the spirit world in dreams. Mages and
other willworkers have their own methods for crossing
the Gauntlet; in fact, packs of werewolves may encounter
such visionaries on their travels.
System: To step sideways, a werewolf needs to meditate
on a highly reflective surface, such as a clear pool of
water or a mirror. When a character attempts this, roll
that character’s Gnosis; the difficulty is the strength of
the local Gauntlet. The Gauntlet is strongest near certain
types of environments; every place on Earth has a Gauntlet
rating between 2 and 9.
Gauntlet Chart
Area Difficulty Rating
Science lab 9
Inner city, downtown 8
Average city street 7
Rural countryside 6
Deep wilderness 5
Urban caern 5
Active caern 4
Powerful caern 3
Greatest caerns 2
Some shapeshifters cannot attempt this or have different
methods for crossing the Gauntlet. The time it takes
to enter the Umbra depends on the number of successes
on this Gnosis roll.
Successes Shift Time
Botch “Caught”
0 Failure (wait another hour before
trying again)
One 5 minutes
Two 30 seconds
Three+ Instantly
If the roll is botched, the werewolf is “caught” in the
Gauntlet, temporarily suspended between the mundane
Realm and the Umbra. He’s held in a web the Weaver
has woven until assisted by another Garou. Half of him
is spiritual, and half is physical. While trapped, he’s subjected
to soul-shattering visions. Although the werewolf
cannot be seen or attacked by physical entities (like
human beings), evil spirits wander the Gauntlet looking
for trapped and vulnerable travelers. Another werewolf
can attempt to free the traveler by making a successful
roll to step sideways; otherwise, the Garou must wait in
his shameful, dishonorable, and dangerous state for an
hour before trying again. If that second roll botches, he
cannot leave on his own. Until he’s rescued, he’s trapped
there forever.
Garou who have learned the Theurge Gift: Pulse of
the Invisible don’t need to use a reflective object when
stepping sideways; they can enter at will. Even blind
werewolves can enter the Umbra, as long as they know
that Gift. (At the Storyteller’s discretion, carrying your
own reflective object may make stepping sideways slightly
more difficult, since the object isn’t “anchored” to its
surroundings; in these cases, increase the difficulty by 1.)
Werewolves in a pack may choose one among them
to lead them into the Umbra; that individual makes the
Gnosis roll for all of them. (It’s usually the werewolf
with the highest Gnosis, who may in this instance act as
the temporary alpha of the pack.) If the pack is caught,
however, the shapechangers can make their second attempts
as individuals. Usually, the roll succeeds; all the
pack’s members arrive at the same time. All of the pack
members must be capable of stepping sideways, and they
must all be willing. Garou (or other shapechangers) who
are not part of the pack cannot travel with them; they
must travel through on their own. However, Garou with
the Theurge Gift: Grasp the Beyond can take non-Garou
with them into the Umbra.
When Crossing over if your roll means you will take time to transition (1 or 2 successes) this is spent in meditation as you focus on the reflective surface aligning yourself with the next world before crossing. At the end of that time you cross the gauntlet instantly. A botch instantly traps you in the gauntlet between worlds.
Should you be in a situation such as combat you have the option to change your action as per the change action rules, but you will not be able to attempt another crossing until the time it would have taken for you to cross has elapsed. This doesn't prevent someone else taking you across.
For example Nancy is in combat and wants to jump into the umbra. She rolls one success meaning it will take 5 minutes of meditation to focus her self enough to cross. As she is about to be attacked she aborts the crossing to defender her self (as per the aborting to defensive action rules in combat). After which she will be unable to attempt another crossing for 5 minutes. Leaf-storm in the following round choses to lead Nancy through to the umbra, and rolls 3 successes. The transition is instant and Nancy is able to transition with leaf-storm to the umbra the following round.
Is this clear?
This message was last edited by the GM at 06:23, Mon 17 Oct 2016.