Astral Travel

Updated:  2010-12-15

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ClusterEmpathy [Mysticism]
Controlling Attribute(s) EMP
Restrictions:  None

The classic mystic skill, Astral Travel allows a mystic to slip into the astral protodimension. The mystic school of thought holds that the astral protodimension is the binding force of the universe, where all of the universe truly becomes one. Since it is always nearby, a mystic can enter it easily.

Classic astral travel requires mystics to leave their body completely. This requires a trance, and a successful test of Astral Travel skill. (Astral Travel is a cascade from Dimension Walk, and Dimension Walk can be substituted at one-half value if the mystic has no Astral Travel skill. This is not recommended, however, because the astral protodimension can be a very dangerous place.) The difficulty of the skill test depends on the circumstances (largely the haste of the entry into the astral protodimension). If a mystic is at peace and calm, the task is Easy and takes 30 seconds. If the mystic is wasting no time getting into the proto-dimension, the task is Average and takes 15 seconds. If the mystic is in a hurry, the task is Difficult and takes five seconds. If the mystic is emotionally upset (angry, sad, a1anned, etc.) the task is one level more difficult. lf the mystic is affected by violent emotion (panic, rage, extreme grief, blind fear, etc.) the task is two levels more difficult.

Once in the astral protodimension, mystics can journey far from their bodies. Re-entering the body and regaining control is accomplished just like regaining control from a trance (since that's exactly what the mystic is doing). No matter how far mystics travel in the astral proto-dimension, their bodies are just a thought away, via psychic link. This link appears in the form of the classic "silver cord" - it doesn't really exist, being merely a mental reference in the existence of the astral protodimension. But other travellers in that protodimension can see it, too.

Astral travel allows a mystic to accomplish several effects normally associated with other psychic powers. For instance, mystics can mimic clairvoyance simply by sending their astral form to the appropriate place and observing. Postcognition and psychometry are duplicated by linking on to the mind of someone in the past and by following the psychic vibrations of the object in question back through previous time, respectively. Precognition is, for some reason not understood by mystics, not possible; psychic vibrations seem to hit a "wall" and stop in the direction of the future. See the astral proto-dimension, for more on the properties, perils, and mechanics of the astral protodimension.

"Third Eye" is not a separate skill, but a trick of Astral Travel. The mystic slips into the astral protodimension for a short time, allowing such persons to look into the astral proto-dimension and the real world without turning their neck. The uses of this ability include parlor tricks such as blindfolded mystics seeing beyond the blindfold, describing items behind them, etc. Another less frivolous use is maintaining an astral watch-many Dark Minions resonate strongly in the astral proto-dimension, particularly those closely associated with "magic," Dark Minions without physical form, such as bleaks, ghosts, poltergeists, and so on, primarily exist in the astral proto-dimension, intruding on the "real" world to wreak their havoc. Such strong psyches cannot hide when viewed through astral eyes.

The Third Eye trick does require some skill. Slipping into the astral proto-dimension for a moment is no problem, but oscillating back and forth between the proto-dimension and one's body in order to maintain consciousness is. As stated earlier, if a mystic divorces mind from body for more than three seconds, the body loses all power and collapses. And if the mystic stays in the astral protodimension using the Third Eye for over 10 seconds, that person has to re-enter the body as if recovering from a trance, at one level of difficulty higher than normal.

In order to maintain a semblance of conscious control while using the Third Eye, mystics have to pass a normal Astral Travel test each time they pop back into the astral proto-dimension, modified as per the circumstances. Failing the test means that they didn't make it into the astral proto-dimension, and they are stunned for five seconds (one combat turn).

The Third Eye cannot be done while in a trance. Popping into the astral protodimension while in a trance is really Astral Travel.

Enter Astral Protodimension
Task Type Difficulty Notes
Unhurried Easy Requires 30 seconds
Normal Average Requires 15 seconds
Hurried Difficult Requires 5 seconds
Emotionally Upset Formidable
Violently Emotional Impossible

Time "Travel"
Task Type Difficulty Notes
<1 Year Easy
1-2 Years Average
2-10 Years Difficult
10-100 Years Formidable
100+ Years Impossible
Unclear Destination Impossible  

Astral Combat

Task Type Difficulty Notes
Brute Physical Assault Difficult
Psychic Destruction Formidable
Willpower Drain Formidable
Defensive Tactic Formidable