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.
- Plasm is unmixable: Whenever two different types of plasm are forced to mix
within the same astral field, one will totally convert the other into its own
type. This is referred to elsewhere in this supplement as a "Taint Test", and
works this way: the initial Plasm (Or the being whose aura contains the plasm)
makes an opposed test of Soulfires (or Force, for Spirits) vs. the Force of the
new plasm-type -- the winning influence converts ALL the losing substance into
itself. The Tgt#'s for each side are modified as follows depending on the type
of plasm they are, between Protoplasm and Ectoplasm, the Ectoplasm side makes
its rolls at +1 Tgt#, the Protoplasm side makes its at -1 Tgt#. Between Ichor
and EITHER Protoplasm or Ectoplasm, the Ichor side gets -1 to its Tgt#, the
other Plasm gets +1 to ITS Tgt#.
For example, Drakkon has a current Ectoplasmic Energy Pool of 3 permanent and 5
temporary dice, and Necromancy of 8. He devours a Force 7 Shade (cf): he rolls
his 8 dice vs. Tgt# 8, getting 2 successes, and the "Taint" rolls 7 dice vs.
Tgt# 7, getting 3 successes... The Taint burns through his aura, and the 8 dice
in his EEP are converted into Ichor.
- Plasm's PROPERTIES fluctuate widely based on its environment, but based on
SO many factors that it's essentially random. GM's are encouraged to be creative
in the behavior of raw ectoplasmic masses, though most ghosts are quite "set in
their ways", RAW ectoplasm changes virtually everything about its apparent
properties, pretty much at random and rapid-fire. It will most often be
invisible or nearly so, and always chaotic and formless. Anything else goes, and
even THAT can change on occasion. Despite its total lack of a serious approach
to ghostly "lore", The Ghostbusters movies DO have a... wide range of ways to
show the behavior and properties of ectoplasm :-)
- Plasm exudes a corrosive effect on both living auras and astral space.
Details on this process are found below (cf "Shakin' Hands With Mister D" and
"Welcome To The Home By The Sea")
- Due to its close connections with forces of chaos and destruction, the
strength (Force) of any given Plasmic mass (either "raw" ectoplasm or a ghost)
often varies based on any number of factors as noted below. Despite the
existence and layout of the table, the strength of any ectoplasmic energy is
effected by so MANY things, that the GM may often decide to dispense with the
table altogether and assign a random or plot-determined effect on the
ectoplasmic energy involved. This is QUITE appropriate. The Table is provided as
much to give the GM a rough idea of the SORTS of things that affect ectoplasmic
energy levels, rather than something to be consulted for EVERY, or even MOST
ectoplasm-related situations.
Ectoplasmic Strength Variation
| Random F/X:+(1d6-1d6) |
| Time |
Rtg |
| Dawn: |
-1 |
| Morning: |
-4 |
| Noon: |
-6 |
| Afternoon: |
-3 |
| Twilight: |
+2 |
| Evening: |
+1 |
| Deep Night: |
+4 |
|
| "Season" |
(Months) |
Rtg |
| Midwinter |
(Dec/Jan): |
+2 |
| Thaw |
(Feb/Mar): |
+1 |
| Planting |
(Apr/May): |
-3 |
| Midsummer |
(Jun/Jul): |
-4 |
| Harvest |
(Aug/Sep): |
-1 |
| Fall |
(Oct/Nov): |
+1 |
| Solstice/Equinox/Etc: |
+2 |
|
| Weather |
Rtg |
| Clear: |
-4 |
| Cloudy: |
-1 |
| Fog: |
+2 |
| Raining: |
+1 |
| Snowing |
-1 |
|
| Domain |
Rtg |
|
Domain |
Rtg |
| Desert: |
-4 |
City (Modern): |
-4 |
| Field: |
-2 |
City (Poor): |
-2 |
| Forest: |
+2 |
Indoors (Business): |
-4 |
| Lake: |
+1 |
Indoors (Modern): |
-3 |
| Mountain: |
+2 |
Indoors (Poor): |
-1 |
| Prairie: |
-1 |
Indoors (Antique): |
+1 |
| River: |
+2 |
Crossroads: |
+3 |
| Swamp: |
+4 |
Underground: |
+1 |
| Ruined/Abandoned Areas: |
+2 |
|
| Misc. Effects |
|
Rtg |
| Necromantic Magic*¹: |
+1/5F |
| Astral Magic*¹: |
+1/10F |
| Death Occurs Nearby: |
+2 |
| Mass Death Occurs: |
+5 |
| Mass Death Site: |
+4 |
| Murder Site: |
+2 |
| "Holy Ground"*²: |
-4 |
| Burial Ground*² |
+4 |
| "Unhallowed" Graves*²: |
+3 |
|
| *¹: Necromantic or Normal (Astral) Magic effects
Ectoplasm within a radius at full effect within (F/2)m, dropping 2 effective
Force per Meter thereafter. |
| *²: "Holy Ground" for ectoplasmic effects
purposes constitutes areas consecrated to any established, functional religion,
based on that religion's beliefs. "UnHallowed" Ground represents two
main cases -- Holy Ground rendered ritually unclean by its religions beliefs, or
areas consecrated to diametrically opposed religious structures (ie, A Satanist
cult's worship area, for instance. Note that Witchcraft is NOT Satanism. Only
"religious" structures based SPECIFICALLY on the worship of EVIL can
create UnHoly Ground specifically.) Also note that abandonment of Holy Ground is
almost NEVER sufficient to render it specifically UnHallowed, though it often
removes the "Holy Ground" penalty. The place must be specifically
DESECRATED, to become UnHallowed. A burial ground is not merely a place a body
is buried, it is a place where dead are interred over a period of time, as
sanctioned by the living society. In general, any maintained/in-use graveyard
will be both Holy Ground and a Burial Ground, unless Necromancers start tearing
the place up on the sly, in which case it generally goes from Holy to
Unhallowed, making Grandpa very restless indeed. Which, of course, is why
Necromancers DO it :-). |
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