Early Access
A ghost is the spectral remnant of a human, which persists either as fragments of memory or as a full-fledged spirit. Though their appearance varies between individuals, many appear somewhat translucent, washed out, or physically warped from their time spent as a phantom.
Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the breath of living creatures begins to steam, it’s a certainty.
Motive: Unpredictable (but often seeking to complete unfinished business)
Environment: Almost anywhere
Health: 12
Damage Inflicted: Moderate wound
Movement: Short
Modifications: Stealth as level 7; intimidation and causing fear as level 6
Combat: A ghost doesn’t take damage from mundane physical sources. It takes half damage from magic and energy attacks. It takes full damage from psychic attacks, weapons designed to affect spirits, and similar attacks.
A ghost’s touch inflicts a moderate wound from freezing cold.
As an action, a ghost can attack all creatures within short range with a horrifying psychic display. Creatures who fail an Intellect defense roll take 4 Intellect damage (ignores armor) and become terrified, freezing in place. On an affected creature’s turn, they can attempt an Intellect defense roll to push away the fright. If they don’t succeed, they take a major wound (ignores armor). If a creature is killed by this, their hair turns white and their face is contorted in horror.
A ghost can move through solid objects of up to level 7 at will. If a ghost focuses their attention on a physical object, they can pick it up and manipulate it.
A ghost can enter a state of apparent nonexistence, vanishing for hours or days at a time. It might be present only at night, near midnight, or in the presence of a specific item that was significant in its life.
Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into the same colorless existence they endure.
Use: A ghost (that at first appears fully human) wants help in eradicating a guild of ghost hunters that has targeted it and a few others haunting an abandoned structure. The ghost promises to tell secrets of the afterlife to any who accept its strange offer.
Loot: A ghost usually doesn’t carry objects, though some might have a keepsake (like an amulet showing the face of a loved one) or an artifact.
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.