Night's Pawns: Necromancy For Shadowrun
Spirits In The Material World
[Specific Plasm-form Effects]
Ectoplasm
- Because Ectoplasm exists not fully within Astral OR Material space, it's
VERY difficult to pin down with normal astral magics, and is virtually invisible
(+[8 - Force] to all Tgt#'s for non-necromancers to detect an active ectoplasmic
force, +[10 - Force] to all Tgt#'s for non-necromancers to detect a residual
ectoplasmic force. These penalties are in addition to normal perception Tgt#'s
to detect a spirit).
- It's important to note ectoplasm's SINGLE nature: Ectoplasm primarily
existing Materially has NO astral component. Ectoplasm manifesting Primarily on
the Astral has NO material component. Besides making it difficult to detect, it
means that astrally projecting Magicians cannot affect Material Ectoplasmic
Targets, nor can non-assensing Magicians effect Astral Ectoplasmic Targets.
- Ectoplasm's other major game effect is its corrosive effect on living
aura's and "normal" astral energy: Ectoplasm per se can penetrate virtually any
astral barriers (Subtract the ectoplasm's Force from the effective rating of any
Wards, etc. designed for blocking astral energies with respect to the ectoplasm
only. (I.e., a Ward isn't DAMAGED directly by a ghost walking through it, but it
won't STOP the ghost, either, unless it's notably stronger than the ghost). Note
that this does NOT apply to Ichor or Protoplasm: both have components within
them that ARE affected either by physical barriers (Protoplasm) or astral
barriers (Ichor).
Ichor
- Ichor is what amounts to Toxic Ectoplasm -- it results when Ectoplasm
becomes "active" in an area with an already-strong toxic background count.
(Ectoplasm rolls (Force) vs. (8 - Toxic Background Count), any successes
indicate that it has formed as Ichor, rather than normal ectoplasm.)
- Ichor IS Dual Natured, and thus is affected more readily by Astral defenses
(Ectoplasm's Perception modifiers and ability to penetrate astral barriers do
NOT apply to Ichor).
- Ichor is somewhat more stable than Ectoplasm proper, all NEGATIVE modifiers
to ectoplasm force apply at only half value while positive mods apply
full-power, and in BOTH cases, the alterations to Force remain until the next
"solar event". And while no mechanics exist for it, the change in Ichor's
apparent "physical" properties is not as immediately notable as that of
Ectoplasm, and will focus on nightmarish and negative effects.
- Ichor is more corrosive than normal ectoplasm, so Necrosis and Cacophony
increases caused by Ichor are doubled, and Aura Damage inflicted by Ichor is
normally Aura Cohesion damage, rather than Aura Integrity Damage (Though
specifically mentioned effects use the type of Aura Damage indicated, rather
than either default).
Protoplasm
- Ectoplasm that encounters decaying organic material in sufficiently intense
masses can bond with it to form Protoplasm. This seldom happens without
Necromantic Magic, however, as the Plasmic mass must be greater than Force 10,
and the matter to be affected must be astrally present. For all practical
purposes, this means a sentient being at the point of death (D+ physical damage)
with significant Aura-Cohesion damage. The mass rolls (Force - 10) vs. (20 -
Target Being's Aura Cohesion Damage), the resulting number of successes/10
equalling points of essence converted to protoplasm. The GM is encouraged to be
creative with the results in the EXCEEDINGLY rare case such a situation occurs
where the victim does NOT then die. If the Victim DOES die, there is a
reasonable chance that they will become a Ghost of Genus Animorticinus (that is,
a Revenant).
- "Raw" Protoplasm, while it is not dual natured, is STRICTLY material in
nature (thus Zombies, et. al. are typically immune to astral grounding, as they
HAVE no astral component), and quite visible, though it will tend to shift size,
shape, color, texture, and apparent composition with nauseating rapidity. Think
Blobs, Shoggoth's, pools of primordial slime that incessantly spawn malformed
THINGS that dissolve back into the soup almost instantly, etc. Specific
stabalized forms of protoplasm are not uncommon, but require necromantic spells
to accomplish, and are thus covered in the individual creature or spell
descriptions. Protoplasm can only taint places, things, or people in direct
contact with it, so you're safe as long as you don't drink that well-water....
>;-)
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