[Index]
Cypher Bestiary
Lingering spirits of the deceased can manifest in various forms and interact with the physical world, often striking fear in normal creatures. Some ghosts are just memory fragments, while others are fully sapient.
Health: 12
Damage Inflicted: Moderate wound
Movement: Short; can move through solid objects of up to level 7 at will
Modifications: Stealth as level 7; intimidation and frightening as level 6
Combat: A ghost's touch inflicts inflicts damage and deals 3 additional Speed damage to a target (ignores armor) from the supernatural cold.
A given ghost may also enjoy one or more of the following traits.
GM Intrusion: The character is grabbed by ghostly hands that pull them violently against the ceiling before releasing them to fall back to the floor; the character takes a moderate wound (ignores armor).
GM Intrusion: The character is physically pulled into another time for one or more rounds, seeing things as they were when the ghost was alive, followed by a traumatic event the ghost experienced, possibly their death.
GM Intrusion: The ghost attempts to possess the character, who can resist with an Intellect defense roll. While possessed, the character acts just like the ghost did when it was alive.
GM Intrusion: A character who succeeds on expelling a possessing ghost takes on traits of the ghost who they thought they expelled.
The most important thing about ghosts is that they have unfinished business. Ghosts can be defeated, but unless the actual remains of the person who died—or the focus of the haunting, such as a brooch, gun, painting, or other object—is found and destroyed, a ghost may well return. Ghosts may also stop haunting if their unfinished business is finished by someone else.
A ghost may not be in full control of their actions, either because they are not fully sapient, or because rage and loss drive them to extremes.
| d00 | Interaction |
|---|---|
| 01-03 | Prone to sudden violence |
| 04-06 | Lonely and wants to talk |
| 07-09 | Doesn't know they're dead |
| 10-12 | Asks for help |
| 13-15 | Rages against the living |
| 16-18 | Crying, nearly inconsolable |
| 19-21 | Contemptuous of the living |
| 22-24 | Surprised and afraid |
| 25-27 | Curious and questioning |
| 28-30 | Curious about how they died |
| 31-33 | Wants to be remembered |
| 34-36 | Mischievous to malicious |
| 37-39 | Mute but aggressive |
| 40-42 | Playful |
| 43-45 | Stern and unapproving |
| 46-48 | Exacting and careful |
| 49-51 | Reveals a sought-for location |
| 52-54 | Life-draining screams |
| 55-57 | Stuck in a loop ending in death |
| 58-60 | Chants and prays |
| 61-63 | Becomes more real as music plays |
| 64-66 | Aggressive, seeks destruction |
| 67-69 | Quiet and respectful until provoked |
| 70-72 | Offers small sums of currency |
| 73-75 | Offers to help |
| 76-78 | Drunken singing |
| 79-81 | Suspicious of strangers |
| 82-84 | Angry and resentful |
| 85-87 | Yearns for contact with substance |
| 88-90 | Shows off knowledge and wit |
| 91-93 | Confused about everything |
| 94-96 | Tries to hide/run away |
| 97-99 | Protective of haunted location |
| 00 | Commands obedience |
When a ghost first makes themself known to the living, their appearance may take one of the following forms, even if they later take on a more traditional shape in which to interact.
| d00 | Manifestation |
|---|---|
| 01-03 | Footsteps on the stair |
| 04-06 | Pale face in the window |
| 07-09 | Piano plays itself |
| 10-12 | Animated child's doll |
| 13-15 | Scratching behind the wall |
| 16-18 | Possessed cat |
| 19-21 | Plunging temperature |
| 22-24 | Possessed ant/termite colony |
| 25-27 | Ghostly skeletal figure |
| 28-30 | Preserved head in sealed jar |
| 31-33 | Full spectral figure |
| 34-36 | Animated shovel |
| 37-39 | Portrait manifests hands |
| 40-42 | Bouncing ball |
| 43-45 | Shadowy specter |
| 46-48 | Live electricity |
| 49-51 | Ghostly howls |
| 52-54 | Starts with glowing footsteps |
| 55-57 | Faceless haunt in coat |
| 58-60 | Figure visible at a distance |
| 61-63 | Animate formal dress/suit |
| 64-66 | Moves and throws objects |
| 67-69 | Animated weapon |
| 70-72 | Ominous silhouette |
| 73-75 | Extra PC shadow |
| 76-78 | Made of water |
| 79-81 | Vapor in human shape |
| 82-84 | Reflection in mirror |
| 85-87 | Whispers on the wind |
| 88-90 | Text appears in an old journal |
| 91-93 | Pile of animate coins |
| 94-96 | Taxidermized beast |
| 97-99 | Ashen humanoid shape |
| 00 | Hovering sphere of fire |
Ghosts won't go until they finish what death interrupted or deal with the issue their deaths caused.
| d00 | Motive/Unfinished Business |
|---|---|
| 01-03 | Assassinate a rival |
| 04-06 | Get revenge on their murderer |
| 07-09 | Escape the asylum |
| 10-12 | Finish an epic poem/novel/painting |
| 13-15 | Find their own remains |
| 16-18 | Get a message to their children |
| 19-21 | Profess love to the one who got away |
| 22-24 | Deliver one last package |
| 25-27 | See the sun rise one last time |
| 28-30 | Find lost cat |
| 31-33 | Touch down on the moon |
| 34-36 | Dig the well |
| 37-39 | Recover stolen artwork |
| 40-42 | Locate a misplaced ring |
| 43-45 | Gain deserved recognition |
| 46-48 | Restore a decrepit home/vehicle |
| 49-51 | Reunite with beloved |
| 52-54 | Cross the sea |
| 55-57 | Have someone alive learn their name |
| 58-60 | Warn past self of future danger |
| 61-63 | Dance one last time |
| 64-66 | Play games at the arcade |
| 67-69 | Slay a great enemy/beast |
| 70-72 | Complete unfinished heist |
| 73-75 | Kill a PC |
| 76-78 | Find hidden treasure |
| 79-81 | Locate downed plane/blimp/craft |
| 82-84 | Seek justice for the wronged |
| 85-87 | Make sure a secret is kept |
| 88-90 | End a generations-long war/feud |
| 91-93 | Apologize for bad actions |
| 94-96 | Guard a door/corridor/grave |
| 97-00 | Create a new realm |
Some ghosts can possess their victims. A ghost with this ability can attempt to possess a target within immediate range. The target is possessed on a failed Intellect defense roll, whereupon the ghost's form is subsumed into the target. A possessed victim can act normally the first round they're possessed. In the second and all subsequent rounds, the possessing ghost can control the actions of the host, but the possessed host can attempt an Intellect defense roll about once each minute and, if successful, throw the ghost out. If a ghost is so expelled, they become inactive for several hours.
Far below the ancient castle, whispers slither through mysterious vaults. Legends tell of a restless spirit, a ghostly figure draped in chains and hooks, who wanders the depths. Every dark of the moon, the ghost emerges, seeking something or someone they can no longer recall.
Ghosts were people (or some other kind of creature) once and may still answer to their original names. Options include: Micah, Naomi Tenny, Agnes Hyuk, Aiko Dalisay, Alia Husain, Anaya Heath, Clement Pierce, Elton Wick, Iapetus, Ishani Ward, Nobuo, Prudence, Sabina Fairchild, Megan Mayumi, Vicente Mandes, Enoch, Ephraim Slater, Ezra Atalar, Han Weisheng, Arjun Rose, Bragi, Rowland Novikov
A ghost usually doesn't carry objects, though some might be associated with a valuable keepsake (like an amulet showing the face of a loved one) that has value equal to an expensive or very expensive item.
Who was the ghost before they died? Roll or choose an option.
| d00 | Ghost |
|---|---|
| 01-03 | Automotive mechanic |
| 04-06 | Medieval noble |
| 07-09 | Pianist/bard |
| 10-12 | Drowning victim |
| 13-15 | Careworn peasant |
| 16-18 | Aged grandma |
| 19-21 | Young woman |
| 22-24 | Courier |
| 25-27 | Lost child |
| 28-30 | Homemaker |
| 31-33 | Astronaut |
| 34-36 | Homesteader |
| 37-39 | Painter |
| 40-42 | Teacher |
| 43-45 | Doctor |
| 46-48 | Electrician |
| 49-51 | Pet animal |
| 52-54 | Woman in white |
| 55-57 | Phantom hitchhiker |
| 58-60 | Priest |
| 61-63 | Jilted lover |
| 64-66 | Angry teen |
| 67-69 | Soldier/knight |
| 70-72 | Criminal |
| 73-75 | Looks like a PC |
| 76-78 | Sailor/pirate |
| 79-81 | Pilot |
| 82-84 | Writer |
| 85-87 | Wizard/magician |
| 88-90 | Queen/king/leader |
| 91-93 | Banker |
| 94-96 | An actual elephant |
| 97-99 | Firefighter |
| 00 | Dead god |
Adventure Seed: The characters, thinking that their destruction of a magical talisman linked to a ghost will end the haunting, actually further empower the ghost because the talisman was holding the spirit back.