Astral Projection allows a clairvoyant to completely free his consciousness from his physical form and travel mentally to distant locations while leaving his body behind. The psychic must first enter a trance state (see “Entering a Trance”). Then, the player makes a reflexive Stamina + Composure roll to determine how long the character can remain away from his body. Once separated, the psychic can instantly travel to any location he is capable of perceiving with a normal Clairvoyance roll (Wits + Composure).
Once at a desired location, a psychic can move around freely but is generally intangible and invisible. He can, however, be perceived through any appropriate psychic means (such as Aura Reading •••••). Other astral projectors or other beings existing in Twilight — an ephemeral state in the material world, such as a ghost’s — can perceive him normally. Returning to his body requires an instant action and a successful Wits + Composure roll, or the clairvoyant can return to his body reflexively with an exceptional success.
If the psychic’s physical body is tampered with while he is “gone,” the he may sense the intrusion with a successful Intelligence + Composure roll. The psychic always feels actual pain inflicted on his physical body and may react accordingly. However, an astral projector’s physical body may be subjected to a killing blow if the body is left unprotected.
If a psychic using Astral Projection uses the optional form of Clairvoyance that grants only one sense, he is able to use only that one sense while projected. A projector who has only clairaudience is at a severe disadvantage, as he arrives at a location and is functionally blind. Characters whose Clairvoyance grants only vision are slightly less handicapped, but are still effectively deaf. While astrally projecting, a psychic is free to use any other ESP or telepathic Merit he possesses. Thus, a “deaf” projector with Mind Reading can attempt to “ride the senses” of someone nearby, while one with Animal Empathy could do the same to a nearby animal.
Cost: 1 Willpower to project. None to navigate.
Dice Pool: Stamina + Composure (to determine the duration of the projection). Wits + Composure (to navigate astrally to the desired location)
Action: Extended to enter the trance state. Instant to release the astral form and navigate to the desired location.
Roll Results
Dramatic Failure:
The psychic is rendered unable to use his Astral Projection power until he has rested for at least eight hours. A dramatic failure on a navigation roll means he is lost and has traveled to some unintended and possibly dangerous location.
Failure:
The psychic fails to project, but can try again. A failure on the navigation roll means that the ESPer has missed his destination, but is close enough to try again.
Success:
The psychic can maintain his astral form for up to 10 minutes per success. A success on the navigation roll means that he finds the location he was seeking.
Exceptional Success:
The psychic maintains his astral form for the duration of his trance. An exceptional success on a navigation roll gives the psychic a +2 bonus on all Perception rolls while at the desired location, as well as a +1 bonus on any other psychic powers used astrally.