Ghost Rules
:Ghost_Rules
These rules, at present, are meant to cover the contingency of an
Astralist whoose body has died and who thus becomes an Astral ghost. In
order for this to occur the Astralist must be either outside their body
at the time of death or make a successful save vs SPIRIT. Playing a
ghost will be difficult and is ONLY suggested for the most experienced
players.
While in the Astral Plane they can maneuver about, cast spells that
affect the material world, pass thru physical barriers (being entirely
energy) and be unaffected by physical spells and effects. An astral body
CAN be affected by psychic spells, those that affect the will or the
emotions of the person. It can travel anywhere upon the Mystic Earth,
and the mage can see astrally while in this form. To travel beyond this
into other dimensions takes fairly long sojourn time and a knowledge of
such dimensions.
A ghost can communicate at will to anyone within a 30' radius thru an
odd form of mindspeech, and can choose who will be able to hear them
(one individual or all individuals within range) but cannot make sounds
audible to others by other means. Ghosts are NOT able to communicate
with Mundane's at all while in astral form (unless they use a possesion
spell of some sort or have spells from another tradition) and cannot be
seen by mundanes. Even non-mundanes need special spells or abilities to
see an astral body.
Unlike and astralist who is alive, the ghost does not need to expend
energy to remain on the astral plane. Instead their Magical Capacity's
energy replaces what is normally used for Health, and if their MC energy
drops to 0 then they are gone for good from interaction with the mortal
world.
A Ghost can be affected by astrally-oriented magics and by mental
oriented spells cast upon them, except those that deal with bodily
functions (ex: Paralysis would fail to affect them, but a Psionic blast
would harm them). Whenever an affect would normally do damage to the
Ghost it instead costs them energy from their MC bank. SInce this bank
is both their survival points and their spell points they must be very
careful about casting too much. They are unaffected by fire, water,
steam, air, gasses, pheremones, heat, cold. Electricity does only 1/4
normal damage to them. Explosions do them no harm but may throw their
astral body away from an area by many feet.
A ghost can buy up their MC stat at the normal rate of 250 eps/point.
They cannot buy up their other stats. Ghosts do not need to make saves
vs BODY ever (it becomes a null stat), Coordination saves only when
maneuvering an object in some way etc.
Normal Healing and Magic Healing spells FAIL to assist a ghost in any
way, but a ghost cannot have a limb severed, be blinded, deafened,
stunned, slowed (except by spells intended for the dead/undead), have
physical harm inflicted by a mundane weapon etc.
Ghosts recover 10% of their SPIRIT per hour (never less than 1), but
cannot recover more than their maximum MC capacity. Thus they recover as
much as an ordinary mage gets while sleeping, without the restrictions
of that state and capable of acting. Ghosts do not sleep, eat, drink or
feel a physical need for such.
A ghost can naturally affect the physical world, able to move, thru
effort as if they were in a body, a physical object. Their maximum
weight ability to move such is based on their MIND, getting 1 pound of
movement ability per point of MIND they possess.
A ghost, by passing thru an electronic device and expending an amount
of energy, can attempt to disrupt the functionality of said machine.
This action has a 10% chance per point spent (with a normal 96-00
failure and a success at 01-05 making the machine unrunnable without
major repair). The disruption, except as noted, will last for 10
minutes.
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