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For gamers and Gamemasters, this product is appropriate with the Dungeons & Dragons roleplaying online game and different d20 System roleplaying games.
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Extra info for d20 Modern Roleplaying Game: Core Rulebook
Chapter Two: Mapping the Impossible 35 The fourth and fifth rolls add two and two successes, respectively. It’s the fifth that brings him two (and past, in mechanical terms) the Astral Threshold. The Threshold manifests as Kilroy’s old, student-tormenting principal, and the idea of getting in trouble slows Kilroy. Struggling through it and spending the Mana and walking on. Now he can see his Oneiros off the path — clearly, part of Kilroy’s unconscious mind is tied up in his school days — but he chooses to continue walking.
The Astral Threshold can manifest the same way regularly or change often. Either way, it is always difficult. Forcing one’s way through a hedge of sharp thorns and feeling every prick as a deep wound does not become easier for having done it before. Once through the Astral Threshold, the mage has reached her Oneiros but is not in her Oneiros. She remains on her astral path, the road she followed to her Watchtower (though it has changed since then). Any time between passing the Threshold and reaching the Temenos, she may step off the path and into her Oneiros.
The Great Wall appears because the mage hasn’t had time for his physical recreation lately or because he resents civilization’s intrusion into the world’s wild places. A mage’s low self-esteem causes him to feel small enough to be ignored. Another has a deep-seated fear of death or blood, or she might be strongly intimidated by the prospect of learning either Arcanum. The Astral Threshold can manifest the same way regularly or change often. Either way, it is always difficult. Forcing one’s way through a hedge of sharp thorns and feeling every prick as a deep wound does not become easier for having done it before.
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