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Unnatural Heritages: Ghost

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Unnatural Heritages: Ghost

Player characters become ghosts by using the Final Sacrifice edge (see character advancement). They are then bound by the basic Ghost Unnatural Heritage rules detailed below. Please note Ghosts are designed to be a very rare character type and this is reflected in their design.

Ghost Characters initially have two body points to the chest and one to all their limbs; they follow the normal rules of combat, wounds and death where appropriate.

Ghost player characters automatically gain all the following unnatural heritage downsides:

Downsides

Bound The Ghost cannot move more than 50’ from place of death.

Dietary requirements The Ghost may only gain a specific form of nourishment. Without this form of nourishment the character will become weak, and after several days may die as a result. The Ghost gains nourishment from other peoples Karma. The draining of Karma takes five minutes and the Ghost and target must be next to each other. The target will be aware of the draining. The Ghost must receive five points of Karma per materialisation.
Imperceptible Only one named player character can see and talk to the Ghost.

Increased Vulnerabilities – True Faith If true faith is directed at a Ghost it will cause them two points of damage and will send the character into a torpor state. Ghosts can sense characters that have true faith and will automatically be in fear of them.

Intangible The Ghost cannot touch anything physical.

Limited Advancement Ghost characters can only spend karma on Edges in the Ghost Unnatural Heritage list.

Limited Healing Options Ghosts may be only healed in a very specific way, through the exchange of Karma. To regain a body point the Ghost must drain five points of Karma from a single target. The draining of Karma takes five minutes and the Ghost and target must be next to each other. The target will be aware of the draining. No normal healing will work.

Limited Materialisation The Ghost can only appear for a maximum of one hour per day

Monstrosity The character is simply hideous in appearance or altered in some way that is visually offensive to humans. This can be hidden behind a disguise, however humans are persistently curious and may try to reveal the hidden truth.
Soul Disorientation Ghosts temporally lose all of their previous advantages, disadvantages and areas of expertise and permanently lose any pooled karma.
Vulnerabilities – Necromancy, Shamanic Magic’s, Devout Magic’s Ghosts are initially very vulnerable to these magic’s. When directed at Ghost characters all negative spell effects are doubled and spells with a positive effect do not function.

Ghost Edges

Ghost characters may buy the following Edges.

Edge - Karma Cost - Prerequisite

As in life - 30 - Corporeal

Chain of Bones - 15 - Soul Anchor

Corporeal - 30 - Perceptible

Dark Angel’s Shadow - 60 - Spiritual Shield

Ethereal - 30 - Corporeal

Extended Materialisation - 10 - Unbound

Immortal - 10 - Unbound

No Sleep Required - 5 - Unbound

Perceptible - 15 - Unbound

Social Chameleon - 10 - As in life

Soul Anchor - 10 - Unbound

Spiritual Armour - 30 - Ethereal

Spiritual Shield - 30 - Spiritual Armour

Unbound 15 - None

Unnatural Biology - 30 - Corporeal

Edge Description

As in Life The Ghost regains all their previous advantages, disadvantages and areas of expertise.

Chain of Bones This edge extends the distance the Ghost may move from its soul anchor by one mile. This edge may be taken multiple times.

Corporeal The Ghost can interact with the physical world for a maximum of ten minutes per day. Whilst corporeal the Ghost can deal out and receive physical damage. This edge may be taken multiple times.

Dark Angel’s Shadow The Ghost becomes a greater spirit. Dark Angels Shadow is the prerequisite for many advanced Ghost Unnatural Heritage Edges.
Ethereal The Ghost can switch instantly between corporeal and ethereal states for a maximum of five minutes per day. This allows the Ghost to attack physically but be immune to physical attacks themselves. However, they are still vulnerable to spiritual attacks. This edge may be taken multiple times.

Extended Materialisation The Ghost may extend their time in the physical world by another hour. This edge may be taken multiple times.

Immortal The Ghost never ages but can die from violent circumstances.

No Sleep Required The Ghost never needs to rest.

Perceptible Everyone can see and talk to the Ghost.

Social Chameleon The Ghost can blend in with any social group. This edge negates the monstrosity downside.

Soul Anchor The Ghost may anchor himself or herself to another person or place. The Ghost cannot move more than 50’ from their anchor. This edge may be taken more than once allowing the Ghost multiple soul anchors.
Spiritual Armour This negates the Ghosts vulnerability to Necromancy, Shamanic Magic’s, and Devout Magic’s. All these now affect the Ghost as per the standard rules.

Spiritual Shield This reduces the effect of true faith from an increased vulnerability to just a vulnerability. If true faith is directed at a Ghost it will cause them two points of damage. Ghosts can sense characters that have true faith.

Unbound The Ghost may leave their place of death – but must have a soul anchor to remain elsewhere.

Unnatural Biology The character is immune to mortal designed drugs, poisons, viruses and disease.

Advanced Ghost Edges

This second part of Unnatural Heritages: Ghost details Edges beyond Dark Angel’s Shadow…

Ghost characters may buy the following Advanced Edges.

Edge - Karma Cost - Prerequisite

Age - 30 - Dark Angel’s Shadow

Curse - 15 - Dark Angel’s Shadow

Drain Health - 15 - Dark Angel’s Shadow

Drain Life - 30 - Dark Angel’s Shadow

Drain Strength - 15 - Dark Angel’s Shadow

Finger of Death - 60 - Steal Health

Magic Jar - 30 - Dark Angel’s Shadow

Possession - 60 - Magic Jar

Steal Health - 30 - Drain Health

Steal Life - 60 - Drain Life

Steal Strength - 30 - Drain Strength

Wail of the Banshee - 120 - Finger of Death

Edge Description

Age The Ghost’s touch ages its target by ten years. May be used once per day although can be brought multiple times.

Curse The Ghost’s touch negates Charmed Life and Luck and also bestows the disadvantage Bad Luck. May be used once per day although can be brought multiple times. A Remove Curse Spell can only counter the ghosts curse if it is cast within six hours of the target being cursed, otherwise the curse becomes permanent.

Drain Health The Ghost’s touch does two points of damage to its target. All armour is ignored. May be used once per day although can be brought multiple times.

Drain Life The Ghost’s touch drains two points of karma from its target’s karma pool. If the target has no pooled karma then they die. May be used once per day although can be brought multiple times.

Drain Strength The Ghost’s touch negates the abilities Big Bruiser and Bruiser. The effect lasts for one hour. May be used once per day although can be brought multiple times.

Finger of Death Simply by pointing at a target the ghost inflicts an automatic critical wound to the targets chest. May be used once per day although can be brought multiple times.

Magic Jar The ghost may capture the soul of target. Thus allowing them to possess the body if they have the possession edge. May be used once per day although can be brought multiple times.

Possession The ghost may possess the body of a corpse automatically and may possess the body of a living victim provided they have used the magic jar edge on them prior to the possession. May be used once per day although can be brought multiple times.

Steal Health The Ghost’s touch does two points of damage to its target. All armour is ignored. If the Ghost is wounded it may use the two drained points to heal themselves. May be used once per day although can be brought multiple times.

Steal Life The Ghost’s touch drains two points of karma from its target’s karma pool and transfers them to itself. May be used once per day although can be brought multiple times. The Karma transfer is permanent; if the target has no pooled karma then they die.

Steal Strength The Ghost’s touch negates the abilities Big Bruiser and Bruiser from its target and transfers it to itself. May be used once per day although can be brought multiple times. The effect lasts for one hour.

Wail of the Banshee The ghost inflicts an automatic critical wound on anyone who is within 30’ of the ghost when they use this edge. May be used once per day although can be brought multiple times.

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