Night's Pawns: Necromancy For Shadowrun


The Nature Of The Beast

[The Basic Properties of Plasm]
Plasm Basics:

Plasm is ghost-stuff, no more, no less. It's derived from living material beings astral forms, but isn't the SAME as astral energy, being strongly entropic in nature, in some ways it might be termed a sort of astral "anti-matter". While normal astral space is reversed entropy (a little energy expands in the astral to become a LOT of energy), Plasmic energies are AMPLIFIED entropy (a little energy SUCKS UP a lot of energy). Entropy is the force of chaos, that makes complex, ordered systems break down to random, primitive systems. Change, instability, and decay are all aspects of both entropy and Plasm. It is the material of which Ghosts are formed, and the energy used by Necromancers for their magics. Its manipulation is key to ANY Necromantic effect (thus Necromancy skill, the ability to manipulate Plasm, is central to any Necromantic activity).

Plasmic Masses that aren't tied to ghosts or artificially created by a Necromancer are quite rare, but do exist, and are referred to as RAW Plasmic masses. A raw plasmic mass is generally quite temporary: Along with the effects on its Force Rating mentioned below, a Raw Plasmic Mass will degrade, losing 1 Force per Hour until gone entirely. Plasm of ANY of its three states shares some distinct characteristics, which we'll cover before going into the unique properties of each state.