Night's Pawns: Necromancy For Shadowrun
Shakin' Hands With Mister D
[Tracking Plasm's Effects on Living Auras]
Plasm of any sort, because of its intensely death-oriented energy, corrodes
normal astral or spirit energies over any sort of prolonged contact. This
corrosive effect is handled in a manner similar to the mechanics for drug use
and abuse. For some purposes, it's also useful to track the current addiction
modifiers for frequently indulging Necromancers, and this Rating is referred to
as Cacophony. Note that Cacophony is not a NEW number... it's always kept track
of for drug-addicted characters. This is just a useful label, because the same
number can also be used for other things, because of what it measures. Aura
Cohesion Damage and certain other effects can alter the Cacophony Rating from
its Base Rating, as noted below. NOTE: Because of the limitations on when Plasm
exposure can actually cause long-term and addictive effects, these rules will
generally only apply in cases of Necromancers who routinely indulge in
ghost-eating to bolster their EEP, and more rarely, characters who engage in a
LOT of ghost-hunting, rather than characters who merely encounter Necromancy or
ghosts in passing or on an occasional basis. Any given plasm exposure test will
have modifiers based on the form of plasm, it's structure, the means of
exposure, and aspects of the target's own aura as follows (Explanations for each
modifier follow the chart :-):
Exposure Test:
Whenever any living being is exposed to plasmic energies of any sort, there is a
chance that their Aura may be come dangerously tainted. (cf "Plasm Vector"
below, as some exposures will NOT require a test.) In situations with multiple
vectors and plasm-sources (For example, a fight with a Necromancer in a Haunt),
only make ONE test, vs. the Highest Force plasm source, when the exposure ENDS.
The Exposure Test is a Resisted (Spirit Strength + Atropiamancy) vs. (Addiction)
roll and has the following effects based on the results of the Test:
Results of Exposure Test:
| NO Successes By Target: |
|
Normal Effects AND Erosion AND Addiction |
| No NET Successes By Target: |
Normal Effects AND Erosion |
| No NET Successes By Plasm: |
Normal Effects, if any |
| NO Successes By Plasm: |
Purification (As Succor spell FX, results based on Target Succ) |
Plasmic Tainting Modifiers
| Basic Plasm Exposure "Drug" Profile: Addiction 3, Tolerence 3, Strength 23 |
| Plasm Type |
|
Exposure |
Addiction |
Tolerance |
|
Notes |
| Ectoplasm |
|
--- |
--- |
--- |
|
(Taint Check) |
| Protoplasm |
--- |
-1 |
-1 |
(Taint Check) |
| Ichor |
--- |
+2 |
+1 |
Cohesion Damage (+ Taint Check) |
|
| Plasm Form |
|
Exposure |
Addiction |
Tolerance |
|
Notes |
| Raw |
|
(F/2) |
+(F/2) |
--- |
|
--- |
| Focused |
(U/2) |
+(U) |
+(U/2) |
--- |
| Animate |
(F/4) |
-2 |
+1 |
--- |
| Complex |
(F/2) |
+2 |
-1 |
--- |
|
| Plasm Vector |
|
Exposure |
Addiction |
Tolerance |
|
Notes |
| Exposure |
|
(F/4) |
+(F/2)-2 |
2 |
|
--- |
| Channelling |
(F/2) |
+(F/2) |
+2 |
--- |
| Ingestion |
(F) |
--- |
--- |
Drug Effects (Usage/Crash/Permanant) |
| Injection |
(F) |
+(F/2) |
+(F/4) |
Drug Effects (Usage/Crash/Permanant) |
|
| Tainting Target |
|
Exposure |
Addiction |
Tolerance |
|
Notes |
| Shadow Bound |
|
# |
--- |
--- |
|
#=total NUMBER of ShadowBound Ghosts |
| Shadow Force |
--- |
3 or (T) |
--- |
use Highest, T=TOTAL Force of ALL SB Ghosts |
| Aura Dmg (I) |
--- |
+(N/2) |
--- |
--- |
| Aura Dmg (C) |
--- |
--- |
+(N/2) |
--- |
| Cacophony |
--- |
+(C) |
+(C) |
--- |
| Necrosis |
--- |
+(N) |
-(N) |
--- |
|
Plasm Type:
The basic variant of Plasm can have a significant impact on how severely an
exposure affects the target. Details on the nature of each type are found
elsewhere (cf "The Nature Of The Beast"), here we'll only note the specific
effects each type has on Plasm-Exposure mechanics:
- Ectoplasm: This basic form of Plasm is the standard, so exposure to it has no
additional effects to it, of course. IF the Target of the exposure is already
tainted by Protoplasm or Ichor, however, Ectoplasm exposure requires the normal
Taint test.
- Protoplasm: The Material Nature of this form of Plasm renders it less potent, in
terms of its ability to corrode the normal energies of a Living Aura. This is
reflected by the reduced Tgt#'s for both Addiction and Tolerance. Note that
Material Protoplasm untainted by Ichor, since it is not Dual Natured, cannot
affect strictly astral targets. As explained in the section on plasm-conversion,
any mixing of Protoplasm and Ectoplasm in the target's aura requires a Taint
Test.
- Ichor: Ichor's Dual-Nature makes it particularly potent at eroding normal living
aura's -- not only is it more additive, it toxifies the target's aura more
readily, requiring greater and greater "doses" for beneficial effects and
amplifying the negative effects of exposure (cf "Erosion" for details). As
explained in the section on plasm-conversion, any mixing of Ichor and Ectoplasm
in the target's aura requires a Taint Test.
Plasm Form:
Plasm occurs in four distinct forms, and each can have significant effects on
how damaging a plasm exposure is.
- Raw Plasm is essentially that: plasmic energies without any form of patterning
or control to them. It includes Haunts, Plasmic Masses, and the directed streams
of plasmic energy that damage-causing necromantic spells employ. It adds its
Force/2 to both total plasmic exposure "Doses" and the addiction Tgt# for the
specific exposure.
- Focused Plasm is plasm that is organized and directed in some manner, and
includes "Processed" non-animated plasm, Plasmic Radicals, EEP dice created
within the target's aura, etc. Because Plasmic Radicals are the most commonly
encountered Focused Plasm, its effects are measured in "Units", but for other
forms of Focused Plasm, the Plasm's Force can be directly used instead. It adds
Units/2 to both total plasmic Exposure "Doses" and the Tolerance Tgt#, but
directly adds (Units) to the chance of addition because of its "pure" nature.
- Animate Plasm is the term used for Plasm with structure and animation imposed on
it by an active will. This generally means "Bound" or lesser ghosts called by
conjuration without use of a True Name. "Free-Spirit" Ghosts do NOT count as
Animate Plasm because they possess Spirit Energy, which amounts to Focused Plasm
mixed into an Animate Plasm matrix. Ghosts who have been rendered into their
component Plasm by spell or Soulfires skill are FOCUSED Plasm, as the plasm in
question is no longer animate. Because Animate Plasm is far more controlled than
Raw or Focused Plasm, exposure to it is actually LESS damaging, counting as only
Force/4 Doses towards Total Plasm Exposure, and giving a -2 to the Addiction
chance. On the down side, the Animate nature of the Plasm is more likely to
trigger the target's own aura's resistance, thus it gives a +1 to the Tolerance
rating for the exposure.
- Complex Plasm is the plasm formed by "Free Spirit" Ghosts because they possess
Spirit Energy, which amounts to Focused Plasm mixed into an Animate Plasm
matrix. Because of it's layered, multifaceted nature, Complex Plasm is more
addictive (+2 Tgt#) and less likely to trigger tolerance (-1). It counts as
(Force/2) "doses" of total Plasm exposure.
Taint Vector:
HOW a target is exposed to plasmic energy also has a significant effect on how
the target is impacted as well. Obviously, the deeper the plasm is drawn into
the target's system, the more severe the effects of the plasm will be. This can
be roughly broken down into 4 types of exposure ("Vector" is a medical term
referring to how a disease (etc.) is transmitted):
- Exposure: The simplest and least intrusive means of plasm exposure, it's what
happens when a target is AROUND plasm of any sort. This could mean being within
an area containing an Ectoplasmic Background Count, or Interacting with a ghost
in a way that doesn't involve actual "physical" contact. NOTE!: Simple Exposure
has no effect unless the Force/Rating of the Plasm is GREATER than the Target's
Spirit Strength (If Willpower is being used, the Plasm Rating must be greater
than Willpower - 4). Simple Exposure to plasm counts as (Force/4) "Doses" toward
total exposure, is fairly non-addictive (only adding (Force/2)-2 to Addiction
Tgt#), and almost NEVER causes direct Erosion (thus reducing the Tolerance Tgt#
to 2, REGARDLESS of any other modifiers).
- Channelling: Actual Channeling of or possession by a ghost, "eating" a ghost
using Soulfires skill, suffering Aura-Integrity damage from a plasmic effect, or
using Necromantic Sorcery causes a "Channelling" type of Plasm Exposure. NOTE!:
Channelling exposure only has an effect if Force is Greater Than (Necrosis +
Initiate Grade). Assuming it has any effect, a Channelling Plasm Exposure adds
(Force/2) "Doses" of Total Plasm Exposure, +(Force/2) to the Addiction Tgt#, and
a simple +2 (Regardless of Force) to the Tolerance Tgt#.
- Ingestion: Eating or breathing actual plasm in any form is an "Ingestion" type
Plasm Exposure. This is most commonly found in cases of deliberate use of plasm
as a drug, thus it has few modifiers to the basic "drug-use" characteristics of
Plasm, counting as (Force) doses, for purposes of total plasm exposure. Note
that in addition to the normal Addiction (etc.) rolls, a target that ingests
Plasm will also take the Usage, Crash, and Permanent effects listed below.
- Injection: Plasm "Injection" exposure not only includes the drug-use ACTUAL
injecting plasm into your system, but also suffering Aura-Cohesion damage from a
plasmic effect. This is the most dangerous form of plasm-exposure: It counts as
(Force) "Doses" toward total plasm exposure, and not only causes Usage, Crash,
and Permanent effects described below, but adds (Force/2) to the Addiction Tgt#,
and (Force/4) to the Tolerance Tgt#.
Taint Target:
For obvious reasons, the condition of the Target's Aura is also a factor in how,
and how severely, they are affected by an exposure to plasmic energies. UNlike
the other factors affecting exposure results, any given target can, and probably
WILL, have several of these situations in effect when they are exposed to
plasmic energy.
- The ShadowBinding spell (cf) can be used in conjunction with Soulfires skill to
bind ghosts to his aura. This can DRASTICALLY affect the impact of plasm
exposure. The Target ADDS the total NUMBER of ShadowBound Ghosts to the "Doses"
of total exposure (But not to any effects based on number of "Doses"), AND ADDS
3 OR the total force of all his ShadowBound Ghosts (whichever is greater) to his
Addiction Tgt#.
- If the Target has ANY Aura Integrity Damage, they add (Necrosis/2) to the
Addiction Tgt#. If they have ANY Aura Cohesion Damage, they add (Necrosis/2) to
the Tolerance Tgt#.
- Cacophony, of course, is directly added to both Addiction and Tolerance Tgt#'s,
since that's the DEFINITION of Cacophony :-)
- Necrosis, because it represents the Target's level of aura-corruption, makes it
vastly more likely that the target will become addicted, but LESS likely that
his aura will reject the incoming plasmic energy. ADD the Target's Necrosis to
the Addiction Tgt#, and SUBTRACT the Target's Necrosis from the Tolerance Tgt#,
to a minimum Tgt# of 2, of course.
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