The Null Zone is a zone that can be accessed by mages and changing breeds with the ability to step sideways. It is considered to be a modern dressing on the paths of the Wyck and connects all parts of reality
Appearance[]
The Null Zone appears as a barren dark network of hallway with vents, doors, and support structures. It has been described as like a system of hallways connecting the stores in an infinite mall or the state passages behind a large theater.
Spaced throughout are openings, doors, windows, and such leading out to all places within the Horizon and maybe beyond.
Properties[]
Time and space are meaningless in the Null Zone. Despite spending possibly centuries here, inhabitants will not age. All supernatural powers except for changing breed transformations will not work. Stepping sideways may also work as it is suggested as a method to leave.
Technology of nearly any sort beyond a club does not work as well. Fires will not light, guns will not fire, and any complicated mechanical actions will not properly work.
Accessing[]
The Null Zone can be accessed by stepping sideways and focusing on the backstage-edness of the area (difficulty 10). Botches may destroy a player. The realm is considered part of the roots of the Alder Bole and could also be reached that way. The Null Zone can be accessed from any level of the Umbra.
[]
The zone is very hard to navigate and 5 successes on Intelligence + Enigmas is required to reach a specific destination. Botches result in finding unpleasantness like a door to a chasm or a nasty realm.
References[]
- MTAs: Beyond the Barriers: The Book of Worlds
- WTA: Umbra: The Velvet Shadow, p. 12, 109-110
- VTM: Let the Streets Run Red