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[2E] Astral – How long take journey?

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  • [2E] Astral – How long take journey?

    In my last ‘London’ game session, PCs started conflict with witch hunters over site of Iris to Anima Mundi. Hunters made call for the backup, but on site was taken out by players later. As in something like 15 minutes I suppose will be two helicopters of military hunters - If PCs start Astral travel over Anima Mundi, how much time will it take them? How much should players ASSUME journey should take ( they PCs are rather experienced Pentacle mages )?
    Last edited by wyrdhamster; 03-26-2017, 06:54 AM.


    My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
    LGBT+ through Ages
    LGBT+ in CoD games

  • #2
    If they're not in the Astral yet then meditation in will take too long. Inside the Astral travel time varies, but usually lines up roughly with real world travel time.

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    • #3
      You can skip meditation with a Mind however.


      [2E] Moinen's Homebrew Hub

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      • #4
        If you have Mind then just use One Mind Two Thoughts and get your physical bodies out of there while still hanging out in the Astral.

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        • #5
          Originally posted by Mrmdubois View Post
          If you have Mind then just use One Mind Two Thoughts and get your physical bodies out of there while still hanging out in the Astral.
          Originally posted by p.160
          +2 Reach: When in the Astral Realms, one of the actions
          may be purely “Physical.”
          Quote marks on "Physical" indicate that it's not normal physical action but one that takes place in Astral. It would be too much for a first dot spell, but nothing stops you from doing some Weaving with this function.


          [2E] Moinen's Homebrew Hub

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          • #6
            They have Mind 4 Mastigos with them - would character be possible to sustain their Astral travel WHEN they also prepare to physical combat with witch hunters?


            My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
            LGBT+ through Ages
            LGBT+ in CoD games

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            • #7
              Originally posted by wyrdhamster View Post
              They have Mind 4 Mastigos with them - would character be possible to sustain their Astral travel WHEN they also prepare to physical combat with witch hunters?
              You don't need to Make or Unmake anything to do this, don't you? So the answer is 'yes'.


              [2E] Moinen's Homebrew Hub

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              • #8
                Originally posted by Mrmdubois View Post
                If they're not in the Astral yet then meditation in will take too long. Inside the Astral travel time varies, but usually lines up roughly with real world travel time.
                Astral takes instant access with Mind spell ( probably 3rd dot ) and the roughly the same time as journey inside Inner Realms?

                Whoa, journey looks like it will takes at least 'day' of Astral time! So I suspect they need to prepare resistance first - or they will be both attacked in Material and Astral world.


                My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                LGBT+ through Ages
                LGBT+ in CoD games

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                • #9
                  Originally posted by Moinen View Post
                  Quote marks on "Physical" indicate that it's not normal physical action but one that takes place in Astral. It would be too much for a first dot spell, but nothing stops you from doing some Weaving with this function.
                  That spell is the entire foundation for the DreamSpeaker legacy, so I don't buy that. Actually, let me clarify further, in the Astral -all- of your actions are technically mental actions including the "Physical" ones, that's what the Reach option does, allows you to take an Instant Mental and Instant Physical action at the same time in the Astral. The base version of the spell allows you to split your attention between the Fallen and the Astral and you only get to act in one or the other each turn.
                  Last edited by Mrmdubois; 03-26-2017, 09:08 AM.

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                  • #10
                    wyrdhamster if they're split between the Astral and Fallen then each turn they can take action in only one or the other.

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                    • #11
                      About time passing in the Astral: I believe the Astral Realms book said that the time spent in the Astral lines up roughly with IRL time regardless of how long time the characters perceive in the Astral.
                      Whatever you do in the Astral will seem to take an appropriate amount of time while in the Astral. However, the time that passes in the material is equal to the amount of IRL time it takes for the players and ST to narrate what happens in the Astral.
                      So if the characters walk for hours in the Astral but it only takes five minutes to narrate it, it only takes five minutes in the material. And if the characters has an intense fight that takes ten rounds (basically half a minute) but an hour passes IRL because there's a lot of discussion and dice rolling and descriptions and whatnot, the entire half-minute fight will take place over an hour in the material.

                      Edit: I like it a lot, but unfortunately it's fucking ass to try to run it that way if you allow players to take action in both the Astral and material during the same time.
                      Last edited by Tessie; 03-26-2017, 10:13 AM.


                      Writer for Bloodlines: The Ageless on STV
                      Some other stuff I've done: Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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                      • #12
                        Yeah, that was one of the cutest ideas in Astral Realms and a great way to bring it home how perceptual time works.

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                        • #13
                          Originally posted by Mrmdubois View Post

                          That spell is the entire foundation for the DreamSpeaker legacy, so I don't buy that. Actually, let me clarify further, in the Astral -all- of your actions are technically mental actions including the "Physical" ones, that's what the Reach option does, allows you to take an Instant Mental and Instant Physical action at the same time in the Astral. The base version of the spell allows you to split your attention between the Fallen and the Astral and you only get to act in one or the other each turn.

                          This legacy is from 1E.


                          [2E] Moinen's Homebrew Hub

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                          • #14
                            Originally posted by Moinen View Post
                            This legacy is from 1E.
                            Yes, it did, how is that relevant?

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                            • #15
                              And its based on different mechanics. As it is written now it doesn't allow for astral travel.
                              I'll show you.
                              I love going to theater and "watch" movies with my girlfriend. - means that I don't in fact watch any movies there
                              When in the Astral Realms, one of the actions may be purely “Physical.” - means that action is not entirelly Physical which indicates that it must be undertaken in Astral

                              Edit: Or maybe I just copy quirks from my native language and interpret it wrong. Compelling seems to be not enough to be in two dimensions at once, though.
                              Last edited by Moinen; 03-26-2017, 04:13 PM.


                              [2E] Moinen's Homebrew Hub

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