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Diversuit

Heading down?

The Deep Sea is a layered existence which underpins our mundane reality. It was originally discovered by the ascetics of Dau-de-Daleth and everything supernatural arises from it. Strange things can bleed over into our world, just as our mundane existence seems to bleed into The Sea. Its true nature is not well understood but it holds a place in almost all religions of the Underground, even if their interpretations of it vary. What is known, however, is that the Deep Sea is a source of great power and perhaps even greater danger.

The Deep Sea is not separate from the mundane world, in fact they are highly intertwined. The matter we perceive is much like an island breaking through the surf; a tiny fraction of the massive structure which lies below. Within the Deep Sea lays information otherwise inaccessible, the power to manipulate matter and even the minds of others. They may also gain audience with the strange beings which inhabit that place, beings that if placated may act on their behalf. The deeper one descends, the greater control over the mundane they can exert, though not without risk. As they dive deeper greater threats will assail both their projection and their mundane body. Like an insect skimming the surface of a pond, the Diver’s actions attract hungry fish.

Anyone who has an Eye Disk can attempt to project their mind into the Deep Sea via a Transcend roll, a process commonly called “Diving”. The difficulty of the roll increases as the Depth to which the Diver wishes to dive increases.   Levels 1-5 require that the Diver enter a meditative state and become effectively unconscious and helpless. In these levels Transcend is used for all rolls, with Mind acting as HP. Levels 6-10 require the user to separate their mind from their body completely, which results in the death of their body. They may return to this body in the same way that individuals may be revived after death, or they can attempt to incarnate. Both are covered later. In order to enter each level of the deep sea, one needs to first enter the level before it and make a successful roll to dive deeper. Each failed attempt to move from one level to the next increases the difficulty by 10 points (adds 10 to the dice roll).

Combat Within the Deep Sea Edit

On levels 1-5, combat is handled as opposing Transcend vs Transcend tests, with damage subtracted from the Mind stat. On levels 6-10 the person’s entire essence has entered the sea, allowing them to use the rest of their abilities, though damage is still taken from their Mind. There are also items or ideas which help those in the Sea fight. These are treated as weapons but are only useful in the Sea and cannot be used as a weapon outside it. There may be rare occasions where a weapon in the real world also functions as a weapon in the sea, however.

RESURRECTION, REANIMATION, AND INCARNATION Edit

When a person dies, their mind is thrown into the Deep Sea. Every turn a player is in this state, they must make a mind roll. Every failed roll deals 5 damage to their Mind. If their mind reaches 0, they are unrecoverable. If the correct actions are taken before this happens, that mind can be brought back to the world of the living. In order to Resurrect a fallen player,  the following steps must be completed.

  1. A player must gain access to level 3 or deeper of the Deep Sea
  2. The same player must capture the Fallen mind, which requires a successful transcend roll, with the fallen player’s remaining mind acting as a bonus.  Once this happens, the mind damage the fallen player takes stops so long as the helping player remains in the Deep Sea.
  3. A suitable body must be prepared. It can either be the repaired original body or a new body constructed out of other flesh or parts. This requires a build roll, and the body stat of the new body is equal to the success of this roll. Are of the other stats are equal to those of the player’s old body.  This test can be completed by a different player than the one capturing the mind.
  4. The mind must be placed into this new body.  An identical test to the one in step 2.
  5. Each time a player is revived like this, they gain a +10 difficulty to all rolls related to resurrecting them in the future, as they become harder to return.

Reanimation is the act of animating a once living body, but without returning its original mind to it. Instead the animated body is filled with creatures from the Deep Sea; their competence and capacities are highly dependent on what creatures are used. . In order to do this, a player needs to enter the Deep Sea and subdue a creature via beating it in combat. Once this is done, it is placed into the body via a successful transcend roll. The depth of the creature determines the stats of the newly raised body. Bodies begin with a base 25 in all abilities for first level creatures  and gain +5 to all abilities for each level from 2 to 5 and +10 for each level from 6-10. So Depth 3 would be 35, and depth 7 would be 65 in all abilities. The max at 10 is 95 in all abilities. Anything below 40 will be mindless servants that do as they are told, but the higher they get, the more intelligent and difficult to command they may become.

Incarnation is the most difficult variant of resurrection; it is the act of a mind building a body from within the Deep Sea and then incarnating into it. This requires that the mind has at one point or another reached the 6th level of the deep sea. Any mind that has lost its body through death can attempt to do this after reaching that level. Incarnation follows the same steps as resurrection, the incarnating mind must do every step on its own and any failed step results in a loss of 5 mind points. The body must be constructed from materials available in the location. Minds that separate themselves from their bodies willingly, such as entering the 6th level and higher of the Deep Sea, do not take the continuous mind damage that others severed via traumatic death do.  They also do not incur the +10 difficulty for subsequent incarnations that returning from accidental or violent death results in.

GHOSTS Edit

An alternate method of preserving a mind that has lost its body is to place it into an already inhabited body. These minds, called Ghosts, ride along with the mind already inhabiting the body and can provide assistance. The Host requires an Ego Vault to hold up to 5 of the minds, and gathering the mind requires being on the Third level of the Deep Sea and making an Transcendence roll to accept the new mind. Ghosts can be asked for advice, consulted about situations, or even allowed to temporarily control the host’s body.  Each Ghost has only one Ability, whatever ability was its highest during life. Any assistance requires one round worth of conferring with the minds.  It’s important to remember that Ghosts are real and independent minds, and they can conflict with the host. Ghosts can be both NPC (should one be found and willing) or players.

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