World of Darkness: Tenebris Raptis
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World of Darkness: Tenebris Raptis

This is a OWoD Revised IRC RPG set in the dark future of 2095. On irc.darkmyst.net
 
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 Psychic: Astral Projection

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Avy
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Posts : 421
Join date : 2010-01-30
Age : 47
Location : Australia

Psychic: Astral Projection Empty
PostSubject: Psychic: Astral Projection   Psychic: Astral Projection I_icon_minitimeFri Jul 02, 2010 3:58 pm

The power of astral projection allows the psychic to split his spirit off from his body. The discarnate spirit can travel very quickly in this form. The spirit intangibly travels across planes of thought while still able to look in on the physical world. While in astral form, the psychic cannot affect the real world, though he may use other psychic abilities (the difficulty numbers for doing so are increased by two). However, while away from the body, he cannot perceive what is happening to it. Many out of body travelers have nightmares about someone moving or harming their physical self while their spirit is roaming free.

Two astrally projecting character may affect each other, though for purpose of astral combat, they substitute Wits for Dex and Intell for Strength and their Percep for Stamina. Some astrally projecting psychics could once perceive ghosts and certain spirits, but most such spirits now appear as blurry forms, barely in the realm of perception. In general an astral spirit can see the material world or other abstract spirits in the realm of thought, ghosts of the dead and the like usually remain imperceptible except to those psychics who also have some mediumship abilities.

To release the astral form, the player spends one point of willpower and rolls for the power. Should the player botch while attempting to have his character step outside his body, the psychic is unable to leave his body for 24 hours. Pyschics who frequent the astral plane whisper that other entities sometimes intrude there, human or otherwise, and on some occasions find their souls drawn to strange spirit worlds far removed from the mortal plane. A few never find their way back way back. Caution is the rule when exploring planes unknown to humans.

Roll: Perception + Meditation (Cool


*

With only basic awareness of astral existence, they psychic can shift her senses to feel the astral realm but cannot quite enter it. The Psychic sees the astral realm overlaid upon the normal world. The Psychic may view the astral realm for so long as she maintains her concentration upon it.


**

The character can leave her body for one minute per point of Stamina. While in astral form, she can only perceive by sight. She is also limited to traveling approximately one mile away from her body.


***

The character can leave her body for up to 10 minutes per point of stamina. She gains the ability to hear in astral form and can travel up to 100 miles from her body.


****

The psychic can now leaver her body for up to an hour per point of stamina and travel up to 1,000 miles away. Each additional hour out of her body after the first requires the expenditure of a point of willpower. If the player succeeds on a Charisma + occult roll (diff Cool , the psychic can manifest visually to observe as a translucent ghostly apparition, though they may not communicate verbally with the observers.


*****

The psychic may astrally travel anywhere in the world, so long as her body remains healthy, and she may use all of her senses normally. The psychic’s form (should they choose to manifest Charisma + Occult diff Cool appears as a blurry and translucent version of her usual physical appearance, somewhat idealized. While manifested, the projector can speak though only in a soft whisper. Like her visual appearance, her speech does not appear on ecordings.
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