Gatekeeper
You control the boundaries between worlds; not only can you see the places where the veil between worlds is thin, you can actively travel to other realms of existence, although such places are often inimical to visitors.
Prerequisite: Summoner.
Aspect: Water
Effect
At will: You automatically know the exact karmic or tainted rating of your surroundings; furthermore you can see any place where the fabric between worlds is thin, indicating that something has been summoned or crossed over from another realm, such as Arcadia, the lands of the dead, or other realms. A character with this legacy also gains the Connect mental action. When using this untested mental action, the character is immune to any hostile environmental effects of any realm he is visiting (as opposed to the physical world) as if a native; however, the character is not immune to attacks from locals, even if they are similar or identical in nature to the local conditions.
Spending karma: A character with this legacy can spend karma to pass into an entirely different reality. On order to leave the physical world, the cost is 2 karma at a site that has a karmic rating of 5; this increases by +2 for every reduction in karmic rating of the area (tainted beings reverse this relationship). If the area is a natural gate, or the fabric of reality is otherwise thin (multiple passages, a faerie ring, or so forth, at the GMs discretion), the cost is halved. Once in the other realm, there is no cost to remain.
Returning to the normal world has a similar cost; although the cost is based on the local karma or taint rating (making some realms very difficult to escape from). However, since the character is not native to those realms, the cost is always treated as if the character is at a natural gate (and does not gain any benefit from being at one).
Be spending additional karma, the character can take other beings with him; each karma spent for this purpose allows one additional being to journey with the character. Karma spent for “passengers” is not modified for local karmic ratings or for the presence of a natural gate. The Connect action will protect any passengers that the character has brought on that particular journey, at the character’s discretion.