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The Infinite Corridors have many doors.

This Directive allows you to use the capabilities of the gates of Charon and the power of the Lethe to move, relocate, contain threats, and call in associated Exo-Entities as reinforcements.

Directive

CLAUSES

Any Clause activates Temporary Specialty: Gatekeeper

 

Image by Markus Spiske

Travel
Clause

Adds #MasterofCorridors

 

With a #Focused, #Dextrous, or #StrongWilled dice roll (or alike), you can use an access door to travel to other accessible doors on sight no matter the distance.

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Will:1

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Difficulty level: Normal

Distance
Regulation

You can travel to another door you've marked( with a scratch a scribble)

if you mark the current door with a similar marking and do a dice roll. Those doors don't have to be on sight, in fact, they can be a world apart.

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+1 Dif. Level.

+ 1 Will

Hub
Regulation

 

You can instantly access the Erebus offices  (Doors terminal, Logistics)

by marking an accessible door with the Erebus logo.

You only can do that out of risky situations and when no enemy or threat is near. Company's safety measures.

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+1 Dif. Level

+1 Will

Storage
Regulation

You can use your personal scribble in a bag to access your personal employee dimensional storage in Erebus. Whatever you store there, you'll have access later, no matter the size of the item.

You can use this to put or withdraw any kind of items and objects.

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+1 Will

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Variable
Regulation

You can use not only doors or  bags (in the case of storage) you can use anything that resembles them ( a window, a covered hole, a vent, a box)

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This will allow you to diversify your options.

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+1 Will

Image by Thomas Kinto

Reinforcements
Clause

With a

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Adds #ExpertContractor

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With a pertinent #Social dice roll or #Intelligent dice roll about exo-entities or esoterics (when suitable), you may use doors to call for Erebus associates as reinforcements. You cannot do any other summon before canceling the last one.

They will act after your turn and you will give them orders and roll their dice.

They can be summoned out of risky situations too for consulting.

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The basic clause calls for a member of security by scribbling the Erebus logo on a door:

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SECURITY GUARD

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#Strong #Dextrous

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#EyeinTheTarget #ServeandProtect

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Specialty: combat training

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Equipment:

Security baton: Melee, +2 damage, condition: Shocked

Pistol: Ranged, 22 ammo.

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Ability (1 will):

Search for cover: Finds an improvised cover for the team.

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Health: 3d10 result

Will:1

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Will: 1

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Difficulty Level: Normal

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Harpie
Regulation

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Summon a harpy by scribbling or mark a door with the Bureau sign.

Experts on fast attacks and distraction.

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HARPY

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Flies

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#Agile #Noisy

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#GetThePrey #LaughatMortals

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Specialty:

Diving

Distraction

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Power (1 will):

Screech: subtracts one die to enemy's rolls.

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Health:  2d10 result

Will: 3

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+1 Dif. Level

+1 Will 

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Hechatonchiros
Regulation

Summon an Hechatonchiros by scribbling or mark a door with the Tartarus sign.

Big bad tanks.

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HECHATONCHIROS

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#Superstrong #Humongous #TenArms

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#MeDestroy #ProtectMaster

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Specialty:

Massacre

Protection

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Ability (1 will):

throwing enemy:

throw a close-range enemy with a throwing roll, against another enemy, the target will receive the damage of the attack but the enemy thrown will die instantly.

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Health: 4d10 result

Will:1

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+1Dif. Level

+1 Will

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Fury
Regulation

 

Summon a Furysister by scribbling or mark a door with the Bureau sign.

Magical warrior.

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HECHATONCHIROS

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#Vengeful #Cunning #Dangerous

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#FilthyMortals #BeholdMyPower

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Specialty:

River forces

War

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Ability (1 will):

Fire breath:

Damage all enemies (no matter the range) in front of her with damage=difference of the roll.

applies Burned Condition

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Maelstrom:

Damage all enemies in close range with damage=difference of the roll.

Applies Shocked Condition

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Equipment:

Dark spear: melee, medium-range, +2 damage, Condition: Silence (enemy can't do special abilities)

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Health: 3d10 result

Will:3

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+1Dif. Level

+2 Will

Cerberos
Regulation

 

Summon the protector of the Rivers by scribbling or marking a door with the sign of Charon.

This humongous beast is hell incarnated but they are only allowed in our plane for shorts periods of time (1 Round) and only in risky situations.

You can only summon him once per battle (even if you fail the summoning roll)

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CERBEROS

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#Powerful x3

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#DamnedBeastOfHell x3

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Specialty: Apocalypse

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Health: Infinite

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Special. He'll cover and protect its summoner.

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Ability:

Massive destruction:

Kills everyone in sight except summoner and allies and those who use special powers to protect themselves

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+2 dif. Level

+2 Will.

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Containment
Clause

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With a #Focused, #Dextrous, or #StrongWilled dice roll (or alike) you may be able to lock any door or unlocked it

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Will:2

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Difficulty Level: Normal

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Isolation
Regulation

If you lock all the doors in a room you may create an isolation room. Doors cannot be broken, no sound, smell, or light will come out of the room and vice-versa.

The windows will turn black and nobody will able to see inside.

You and whoever is with you in the room will be isolated from the world for a whole scene.

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+1 Dif. Level

Exile Regulation

Scribble the Tartarus sign on a door and all people inside will be in a Tartarus Jail temporarily. This variant lets you contain others from the outside.

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+1 Dif. Level

+1 Will

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Siphon
Regulation

The door you unlock or open siphons everyone in the medium-range inside of the room or space it leads and locks itself tightly. 

This is useful in tactics and when combined with other Regulations or Pandora's Clauses.

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+1 Will

Variable
Regulation

You can use not only doors but also anything that resembles them ( a window, a well, a wardrobe...) to do containment.

The variable must have a cover, able to be locked or unlocked.

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This will allow you to diversify your options.

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+1 Will

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