Rifts in Reality
Rifts are the penultimate gathering of natural and Void based energies in the world, the two coming to a clash, as though fighting for dominance. What ensues is the creating of a Rift. Athuras is rumored to be the first world in existence, the primordial ooze of planets, as it were. If this is true, than Meztrailov is in one of it’s key points, due to the amounts of Rifts that have occurred. Rifts have been the reason the Knights have become the Elite of the Elite as a fighting force, and the reason that the Inquisition is ever vigilant. When a rift opens, several different things can happen.
Void Rifts have been known to cause whole buildings to disappear, to open pathways into the Void that the mortal mind wasn’t meant to cope with. It has also been known to unleash creatures known as Voidspawn, and open pathways into other worlds entirely. However, the nature of Rifts are that they are unstable and dangerous. It’s unknown what happens when they do appear, but when they do…
Rifts in Reality Chart
1-10 = Future belongings except clothing that would be found in the past is turned to dust.
11 – 20 = Temporary amnesia and nausea take hold of you lasting for 1d3 (mun) days.
21 – 30 = Hallucinations have you looking at every shadow as you get the feeling that something followed you from the Void to your destination. All your belongings are lost to the Void.
31 – 40 = The Void energies have rocketed you to the past so quickly that not only have you lost your belongings, but you also lost some of your skin as well. 1st degree burns cover your body here and there as a result.
41 – 50 = The Void is harsh on you as not only do you end up with hallucinations, but your memory is not as strong as it once was. Amnesia grips you for 1d7 days.
51 – 60 = Burns are a hard thing to receive for anyone. Even more so when burns happen to you. 2nd degree burns cover your body. Because of the severity of the burns you are unable to leave the hospital for 1d7 days in order to fully recover.
61 – 70 = This time your hallucinations are real as something does follow you through the Void. A Voidspawn follows you into Reality itself while permanent amnesia takes away 1d6 months of your life.
71 – 80 = The burns take everything from you. 3rd degree burns cover your entire body as your belongings actually combust catching you on fire. All belongings, clothing, and skin is gone as the burns take your health leaving you unable to participate in two (2) SL’s and you’re unable to leave the hospital for 1d4 weeks.
81 – 90 = It’s wrong to call them hallucinations as the nightmares are real. You don’t know how you got where you are, where you came from, or who you are as the amnesia is permanent. You remember nothing of what happened with you before you arrived in Meztrailov. (There is no undoing this state of amnesia.)
91 – 95 = You’ve come out of the Void unscathed. You’re lucky to be alive with only the loss of your belongings.
96 – 99 = Coming out from the Void has left you physically well but mentally…lunacy from the things you have seen and corrupt from the Void energies. 10 Lunacy and Torment points are received and they cost double the methods to remove them.
100 = The Void claims another victim as you never get to see the other side of the rift that took you away. You’re left to wander the Void.
Void Rifts have been known to cause whole buildings to disappear, to open pathways into the Void that the mortal mind wasn’t meant to cope with. It has also been known to unleash creatures known as Voidspawn, and open pathways into other worlds entirely. However, the nature of Rifts are that they are unstable and dangerous. It’s unknown what happens when they do appear, but when they do…
Rifts in Reality Chart
1-10 = Future belongings except clothing that would be found in the past is turned to dust.
11 – 20 = Temporary amnesia and nausea take hold of you lasting for 1d3 (mun) days.
21 – 30 = Hallucinations have you looking at every shadow as you get the feeling that something followed you from the Void to your destination. All your belongings are lost to the Void.
31 – 40 = The Void energies have rocketed you to the past so quickly that not only have you lost your belongings, but you also lost some of your skin as well. 1st degree burns cover your body here and there as a result.
41 – 50 = The Void is harsh on you as not only do you end up with hallucinations, but your memory is not as strong as it once was. Amnesia grips you for 1d7 days.
51 – 60 = Burns are a hard thing to receive for anyone. Even more so when burns happen to you. 2nd degree burns cover your body. Because of the severity of the burns you are unable to leave the hospital for 1d7 days in order to fully recover.
61 – 70 = This time your hallucinations are real as something does follow you through the Void. A Voidspawn follows you into Reality itself while permanent amnesia takes away 1d6 months of your life.
71 – 80 = The burns take everything from you. 3rd degree burns cover your entire body as your belongings actually combust catching you on fire. All belongings, clothing, and skin is gone as the burns take your health leaving you unable to participate in two (2) SL’s and you’re unable to leave the hospital for 1d4 weeks.
81 – 90 = It’s wrong to call them hallucinations as the nightmares are real. You don’t know how you got where you are, where you came from, or who you are as the amnesia is permanent. You remember nothing of what happened with you before you arrived in Meztrailov. (There is no undoing this state of amnesia.)
91 – 95 = You’ve come out of the Void unscathed. You’re lucky to be alive with only the loss of your belongings.
96 – 99 = Coming out from the Void has left you physically well but mentally…lunacy from the things you have seen and corrupt from the Void energies. 10 Lunacy and Torment points are received and they cost double the methods to remove them.
100 = The Void claims another victim as you never get to see the other side of the rift that took you away. You’re left to wander the Void.