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OddHat
Jan 29th, '07, 01:32 PM
A campaign specific take on Astral Projection for my Imperium Romanum (http://www.herogames.com/forums/showthread.php?t=53054) campaign, cross posted from the Fantasy Hero board.


The following power is designed and priced in ways that make sense for the Imperium campaign setting. It may be over or under priced or powered for other campaign settings. The text may use terms and assume a cosmology specific to the Imperium setting. GMs should feel free to revise accordingly. Information only relevant to the Imperium campaign is preceded by the term “Campaign Note”.


New Power: Astral Projection {STOP SIGN}

This represents the ability to separate the astral body from the physical body. When the astral body departs, the physical body remains behind. The physical body is effectively deeply unconscious; it can take no actions, and perceives nothing. Injuries are shared by both forms, and (by default) are visible on both forms (they share a single BODY total). If the astral body fails to return, the physical body will eventually die as well (providing water and nutrients will delay death).

Campaign note: For the purposes of the Imperium campaign, the terms astral body and spirit are assumed to be synonymous, and to refer to a non-physical body containing an individuals mind and soul.

Astral travelers are always able to find their way back to their physical bodies, so long as those bodies still exist, traveling at their normal movement rate (see below). Powers directed at the mind or spirit will affect astral travelers; the ability of astral travelers to affect the physical world varies (see below). By default, an astral traveler travels at the rate he would normally be able to run, but many conscious astral travelers can fly (see below).

Campaign Note: Astral travelers may choose to wander in the physical world, Dreamlands, the Mists, or the Void. Scholars debate the relation and nature of these worlds, arriving at increasingly complex cosmological models, but to the traveler these models are rarely useful. No physical goods or materials accompany them in their travels, save those they have invested with their essence (paid character points for).

Astral Projection: Costs

Being able to leave the physical body and project into one alternate dimension defined at the time the power is purchased costs 22 active points. The traveler arrives at a location corresponding to that of his physical body. In the case of projection into the physical world, the traveler emerges next to his body. Being able to travel to any dimension "bordering" the Astral (GM's call) costs an additional 20 points.

Being able to fly at a speed of 6” when Projecting costs an additional 3 points.

Being able to teleport instantly to any location in an accessible target dimension, so long as that location is known, costs 3 points.

By default, the Astral Body may only be perceived by characters in the physical world using an appropriate Detect or possessing transdimensional senses. An Astral Traveler may not perceive the physical dimension in which his body resides, though he may perceive any other dimension he is able to visit. The astral body is effectively insubstantial, able to pass through solid objects without harm and intangible to physical or energy attacks (see below). To see and hear the physical world while in Astral Form costs 22 points; this is referred to as Astral Perception.

The Astral Body may be affected by EGO powers, powers that affect desolidified objects, and the attacks of other Astral Travelers, Ghosts or Spirits. If the character has purchased Astral Perception, he may use EGO powers and powers with the Transdimensional advantage on targets in the physical world.

Astral Projection, like Extradimensional Movement, costs END only to activate.

Cost Summary:

The ability to use Astral Projection to reach one alternate dimension: 22 points
The ability to Project to any alternate dimension: +20 points
The ability to fly at 6” while Projecting: +3 points
The ability to teleport to any location in a target dimension while Projecting: +3 points
The ability to perceive the physical world while Projecting: +22 points

Final Power Notes: As should be clear, this version of Astral Projection is a variation on the theme of Extradimensional Movement, as well as Enter the Macroverse, Speedzone, and Mindzone. Like these other power, this power fills a roll in a specific setting but may be unbalancing in others. GMs should exercise caution accordingly.


Campaign Note - Worlds accessible through Astral Projection:

The Dreamlands are the individual worlds that rest within each human mind, and the consensual world formed from similar dreams or the dreams of those who are emotionally linked. Spirits claiming to be gods and demons may be encountered in the dreamlands, and indeed vast regions appearing to be heavens and hells are under these spirits control. Each region in the Dreamlands has a reality level, determining both how real the region appears to be and how difficult it is to change using PS: Lucid Dreaming. Dreams maintained by a single mind are considered to have a Reality Level of 8-, with each doubling of the number of minds maintaining the dream increasing the reality level by 1. The minds of powerful spirits or magickers may contribute more to the reality of a dreamland than the minds of untrained dreamers. As an example, the dream of a single child may have a reality level of 8-, the dream of a trained dreamer a reality level of 11-, the dream of a forest shared by several hundred dreamers a reality level of 14-, and the dream of the Celestial Court, shared by many thousands of minds, including the minds of powerful spirits, a reality level of 24-. To change a dream requires a contest of skills Lucid Dreaming versus Reality Level. A success by 1-2 is sufficient for minor changes (leaving the dream, changing minor background scenery), a victory by 3-4 allows major changes (introducing a character, adding or removing foreground elements) and a victory of 6 or more can completely change the dreamscape. Navigation in the Dreamlands requires AK: Dreamlands.

The Mists lead to the past, the future, and to strange, alternate worlds. The first danger of the mists is that the pasts and futures they lead to are not necessarily the pasts and futures of the traveler’s own world. The second is that the traveler has no guarantee that he will be able to find his way back to his own time, place and body. The third and most serious danger comes from the creatures that lurk within the mists, creatures that may take and rend the spirit of the traveler, or follow him home. Despite these threats, the mists call strongly to magickers. A skilled navigator of the mists has access to secrets, guidance, places of mystery and power. Navigating successfully to a specific true vision of the past requires a roll versus AK: Mists, at -1 per step on the time chart. Success lets the traveler view but not interfere with events from the target point until he chooses to return to the present. Failure by 1-2 will lead to a vision that comes close to the truth, while failure by 3 or more will lead to a vision of the past that, while possible, does not correspond to the truth of the matter. Trips to the future involve observing multiple possible futures until the most probable becomes clear. Again, roll versus AK: Mists. Success by 1-3 will reveal what the GM believes to be the most likely future. At the GMs option, success by 4 or more will reveal a future where all events actually observed are guaranteed to occur. Failure by 1-3 will reveal a future that is possible, while failure by 4 or more will reveal a future the GM considers highly unlikely to occur. Again, a mist traveler may observe, but not interfere with, these possible futures. A traveler seeking alternate worlds must describe his target. The GM will then assign a difficulty modifier to the AK: Mists roll of 1-2 for worlds he considers similar to the travelers own world, 3-4 for dissimilar but probable worlds, and 5 or more for highly dissimilar worlds. While a mist traveler may not interfere with such worlds, he may attempt to return later using an appropriate Gateway. Returning from the mists to the body requires a successful AK: Mists roll at the same penalties as those suffered on the outward journey. Success returns the traveler in Phase 12 of the Turn in which he departed. For each point by which he fails this roll, he will return one step down on the time chart. This may potentially result in the traveler failing to return before his physical body dies. The creatures of the mist are left to the GMs discretion; critical failure by a traveler navigating the mists is likely to attract malign attention.

The Void is the world through which the souls of the departed must pass on their final journey. Descriptions vary, but features commonly reported include the Path of Black Sands, the River, and the Gate. All else is highly mutable. No violence may take place on the Path of Black Sands, and no magic will function. The Path is followed by the souls of the dead on their journey to the gate. At the gate wait the Blessed Ones, those who have passed and been allowed to return. The Blessed Ones will offer council and comfort when they can to the souls of the departed, urging them to pass the gate and take the ferry across the River. The Blessed Ones will not speak to the living of what lies beyond the river, and as they stand upon the black sand they can not be forced. When a rare living soul reaches the gate, the Blessed Ones will urge him to return to life. Departing the path exposes one to great danger; the souls of men and women who depart the path assume forms that are often monstrous, preying upon one-another endlessly, even destroying each-other. Powerful kings and magicians, self proclaimed gods and men of great will have carved out hellish kingdoms in the void, feasting on meat without flavor or the easing of hunger and drinking wine without drunkenness or the easing of thirst, refusing to pass beyond the gates. Travel within the void along the path requires no special skill. Reshaping a segment of the void beyond the path requires an Ego roll. When two minds struggle to shape the same segment of void differently, the roll is Ego versus Ego. Additional minds may lend support, with each doubling of the number of minds adding 1 to the leaders Ego roll. No amount of reshaping of void stuff may interfere with the Path of Black Sands.

Sean Waters
Jan 29th, '07, 01:59 PM
Being able to fly at 6" or teleport anywhere in the dimension....I'd probably go for the TP, given the identical 3 point price tag :)

The power sounds fine, costs seem OK (although 22 points is a bit unusual: I expect that is designed to work wiht the +3 point movement). You could do it with EDM as you point out (with 'leaves a physical shell behind' and '2 way damage feedback' limitiations) but that might be too cheap.

My only comment on 'The Mists' is that it sounds potentially like free temporal clairsentience.

Other than that it looks good.

Using this sort of thing in a campaign often seems difficult though, unless the whole group can do it, it is often a frequent divide to the action, splitting the party.

Worth having the abilty to observe your 'home' dimension? Very useful spy trick, but too useful unless the other side can do the same thing, and, perhaps, observing 'home' makes you more visible to observers (who can then track you back to your body....)

Might be worth some ancillary skills and powers, like astral tracking, and forbidding spells that keep out astral projections from areas, or maybe even trap them there...

I suppose it depends how central to the camapign the power is likely to be...

OddHat
Jan 29th, '07, 02:12 PM
Being able to fly at 6" or teleport anywhere in the dimension....I'd probably go for the TP, given the identical 3 point price tag :)

Yup. I expect most players and all NPCs will take both. The prices are based on Running Usable As Flight and, for the Teleport, straight from EDM (upgrade from Point Coresponding to Physical Body to Any Location)


The power sounds fine, costs seem OK (although 22 points is a bit unusual: I expect that is designed to work wiht the +3 point movement). You could do it with EDM as you point out (with 'leaves a physical shell behind' and '2 way damage feedback' limitiations) but that might be too cheap.

I traded the limitations and the vulnerability to some attacks from the physical world for the limited ability to affect the physical world.

The point costs work out to 70 for the top of the line power, which happens to match the value of the same power purchased as Duplication plus extras as per standard HERO system, before the multiplication of costs for Duplicates built on more points than the original. ;)


My only comment on 'The Mists' is that it sounds potentially like free temporal clairsentience.

It mostly is, with a number of nasty possible side effects and the license to lie at will to the player. I built it as an environmental effect rather than a power as I see it more as a GM tool to push the story than anything else; note also that it's part of the campaign specific info.


Other than that it looks good.

Thanks. The feedback is valued; I'm trying to fine tune it right now.


Using this sort of thing in a campaign often seems difficult though, unless the whole group can do it, it is often a frequent divide to the action, splitting the party.

Worth having the abilty to observe your 'home' dimension? Very useful spy trick, but too useful unless the other side can do the same thing, and, perhaps, observing 'home' makes you more visible to observers (who can then track you back to your body....)

Yup and yup.


Might be worth some ancillary skills and powers, like astral tracking, and forbidding spells that keep out astral projections from areas, or maybe even trap them there...

Agreed here as well.



I suppose it depends how central to the camapign the power is likely to be...

For the magicker characters, it's a core ability. I think it will work out in play, but then I have a good group.

Checkmate
Jan 29th, '07, 02:56 PM
What about the cost to raise the flight? What if I want to travel 12" per phase, can I pay the 3 points twice or are you limited to 6"?

OddHat
Jan 29th, '07, 03:00 PM
What about the cost to raise the flight? What if I want to travel 12" per phase, can I pay the 3 points twice or are you limited to 6"?

The initial 6" is priced based off of Running usable as Flight; more speed would cost 2 per 1", or 5 points for 2*NCM. It would probably make more sense to go straight for "Any Location" at that stage. Thanks for the question, I'll work it in.

Mister E
Jan 29th, '07, 05:39 PM
Any thoughts on adding a x2 mass adder for +5 character points? Would you see Usable By Other as a preferred sharing of this power?

I quite like all of this... especially the extra flavor of the boarder dimensions. There would be rep, but I need to spread it around and such. Silly rule.

OddHat
Jan 29th, '07, 05:47 PM
Any thoughts on adding a x2 mass adder for +5 character points? Would you see Usable By Other as a preferred sharing of this power?

5 points for each doubling of willing passengers seems reasonable (5 for 1, 10 for 2, and so on); lets the party have an adventure in the Dreamlands or Void. Usable against others would let you pull an astral body out of a target, good for evil wizards engaged in soul stealing. Thanks for the question, hadn't thought about that.