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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