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===ASTRAL SPACE === [[File:SR.D5.Spirit2.jpg | left]] In Astral Space your attributes change as you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting. Your astral spirit has the '''''Invisibility''''' condition and is completely silent to anyone not in astral space or not astral perceiving at the time or who does not have truesight (like duel-natured creatures). You are completely incorporeal and cannot harm or interact in any physical way with anyone not in astral space who does not have one of these exceptions. Astral beings can only be affected by Mana spells and they have ''Resistance'' to any damage that they might suffer from such spells or advantage with any Intelligence, Wisdom or Charisma saving throw imposed by a Mana spell. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. While you are projecting into Astral Space your physical starts are irrelevant. You can still use Intelligence, Wisdom and Charisma based skills and a few other such as Initiative and Stealth but they use your traditions attribute modifier instead of the normal defealt. You can try and harm other astral beings or projecting magic users but you cannot hurt those only perceiving into Astral Space or Duel Natured beings. You Armor Class in Astral Space against other astral beings is 12 + your Charisma modifier and you can deal damage to such beings only in melee combat. You deal 1d6 + your traditions attribute modifier with an unarmed melee attack. If you have a weapon focus talent you can use that damage instead if you weapon is actived. You can even attack spells that has been cast (as it appears in Astral Space). If it is an instant spell you must use a Reaction to intercept it or an Action against a sustained spell. The caster must make a Charisma save against your Saving Throw '''DC'''. Failure causes the spell to end without any further effects. If the caster saved it instead costs you 1d4 hit points per the spells Magnitude in level in damage. All non-magical Feats and most non-Adapt and non-Magic User Talents have no impact when astral projecting (and many have no effect when perceiving). For example you cannot use Martial Arts, Parry or Side Step in astral space. Also cybernetic system cannot affect or help beings in the astral space. For example you cybernetics don’t help you Hit Points total or boost your Dexterity in astral space, etc. If you are forced back into your body as a result of dropping to 0 hit points, any excess damage carries over to your base hit points. As long as the excess damage doesn't reduce your base hit points to 0, you aren’t knocked unconscious. Your spirit has an Astral Flying speed of 60ft a round but you also have a “Fast” speed that is equal to 600ft a round as a full round action. You can’t really get a lot of details flying this fast but it can get you places. In Astral Space you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide, Ready or Recover from Reeling actions. All living beings (including the Earth itself) cast a ‘shadow’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits but still blocks line-of-sight. Many corps will block important areas with plants, etc. in the walls justto stop spirits. All Magic Users with the Astral Projection ability can spend time to raise '''Astral Wards'''. These work as barriers but only in Astral Space. With one hour of work and 100¥ of magical supplies (Warding Materials, see GEAR AND EQUIPMENT) a Magic User can create a barrier that is 40 feet long and 20 feet high that will last a number of weeks equal to their Magic User level. They can modify these dimensions to cover ceilings, go around corners, etc. They can also work with other Magic Users or spend more time and material to create larger barriers. These barriers count as Full Cover (100 HP) with a Hardness equal to the Magic Users defining attribute modifier. However they do have the normal resistance verses non-Heavy weapon damage. A Magic User automatically senses when a barrier it has created is destroyed. An attack can make a Charisma (Stealth) check vs. the Magic Users passive Perception when dealing damage to such a barrier with each attack, to attack it in secretly until destroyed. Spells, Spirits and most people cannot ‘hide’ their true nature in astral space and as such the astral being or perceiver gains the '''truesight''' sense while observing into the Astral Plane. This does not mean that beings can’t hide in astral space, they can as normal. It just they cannot hide behind spells of disguise or invisibility, without the Masking Initiative talent. An astral perceiver or projection makes an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide against a contested Charisma (Stealth). When Astral Perceiving or Projecting the being has advantage on Wisdom (Insight) checks to read the ‘mood’ of a target it can see. This also 'see' the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see these inanimate objects and maybe recognize what it is, but cannot read a computer screen (only books and they must project themselves to being semi-transparent to do so. However they still can't turn a paper or pick a book up). They can see emotional imprints in works of art, etc. though and gain insight into the artists. Normally you cannot cast or maintain spells in Astral Space when projection. When Perceiving into Astral Space it is dangerous to cast spells; the caster suffering 1d4 hit points of magical damage (that ignores all resistance and hardness it might posses) per magnitude of spell cast. Concentrating on any spell impose Disadvantage to all saves to maintain while using Astral Perception.
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