The Astral Space Around Us

Astral Space is the area around the Physical World between us and the outer planes of reality. It contains many strange and weird beings and features, it is also effected by conditions on the physical plane, inc Pollution, areas that have suffered massive amounts of Death, areas of great beauty, natural disasters, high mana areas etc.

Astral Perception

Costs

0 with Magery 0+

10 Point Advantage available to those with Trained by Master

Allows the character to see into Astral Space , but not travel thru it. Can also be used to locate astral creatures to attack with Magical Weapons.

The character must make a Willpower Roll to be able to perform this act, as its totally unnatural for Meta-Humanity to do.

Astral Perception Rolls are effected by Perception and Acute Vision.

Detrimental Effects include any real world obstructions, and the Astral Background Count ( This is normally 2 ) .

 

Astral Travel

Travelling through Astral Space is similar to using a Hawk Flight Spell on the Material Plane. Though you have a top speed of 240km/hour . Physical Obstacles on the Material Plane manifest in the Astral and need to be avoided. Astral Background Counts of 8 and over also effect Astral Travel, See Below

Travelling in the Astral doesn't require any rolls, unless the character is trying to do something hard like a 90° Turn at high speed, or fly thru a small opening in an otherwise solid object at high speed, etc etc.

Living objects ( Creatures, Plants, Ground etc etc ) can be passed thru in the Astral, but require a Will - 10 Roll to achieve it, if the living material is Dual-Natured you can never pass thru it.

To pass thru a Non-Living Object the Astral Traveller must make a Willpower Roll with the DR/2 of the Substance Subtracted.

Examples:

1/ A shaman is trying to pass thru a hedge to avoid a couple of patrolling watcher spirits, she has a Willpower of 16, so her target to push thru the living matter is 6 or less ( Very hard, but not impossible )

2/ A Mage with a Willpower of 15 is trying to pass thru a Concrete Wall ( DR 4/2 = 2) he must roll 13 or Less

Instant Recall to Body

When in Astral Space and under attack, it is possible to snap back to your body, however its very hard to do and can be very dangerous.

To do this you must make a  Willpower Roll

- Any Stun Modifiers

- The Background Count ( Usually 2)

- 10 if they are surrounded by living matter and HAVE to pass thru it.

-1 per Active Spell

When you get back to your body , you then need to Roll HT -6 to avoid Physical Draining.

If the HT Roll is failed you take

1d6 Fatigue + the Background Count at start of journey + 1 for every Km travelled back to Body + 5 if you passed thru Living Matter.

If this reduces the Mage to less than 0 HT, then take the leftover Fatigue off ST ( Yes this can severely Physically Damage a Mage if s/he is a long way from their body and/or in a High Background Count Area especially if s/he has to pass thru living matter on the journey )

Astral Background Count

The Astral Background Count is a reflection in Astral Space of the Psychic Pollution in Astral Space from highly polluted areas, places where large amounts of violence has occurred,  Areas that have been subjected to extremely Dark Magics, Area's haunted by Demons, Undead, Toxic Spirits and Elementals, etc.

The standard Background Count in the Dark World is 2 ( This reduces Astral Perception by 2, Adds 2 to Drain from Snap to Body Manoeuvres.)

Astral Background Counts of 8 - 10 reduce Astral Move by 50%

Astral Background Counts of 11 -12 reduce Astral Move by 75%

Astral Background Counts of 13+  prevent movement thru them

Astral Background Counts  of 6 + that are caused by anything really Dark, require a Fright Check at - ½ the Background Count Total.
Example: Bill the Mage ( Willpower 15) encounters an Area in Astral Space that has a BC of 12, the BC was caused by a Ritual Sacrifice used in the Summoning of a Powerful Demon, which got free and slaughtered everyone present.
This qualifies as "Really Dark" so subtract ½ of the BC from the Willpower Roll ( makes it -6 ) to avoid a royal scare. Bill needs to roll a 9 or less to avoid a trip to the Fright Check Table :)

Back to Main Page