Post by thrythlind on Apr 27, 2015 3:58:10 GMT
AP Cost: 6
Note this means a Ring 12 ghost would start unable to interact with anyone.
Ghosts have no rating in Strength, Endurance, Agility or Metabolic (the book gives them Agility).
Ghosts cannot perform physical actions aside from perception actions.
A Ghost's aspect can be compelled causing them to see an inaccurate surrounding. They may believe themselves to be in the place they died, their home or something else. They are often confused at how much time has passed since at times the time of day does not perceptibly change for them. Reasoning, Willpower or Sensitive can be used to see the real physical environment. Empathy can be used to perceive actual people.
They are completely intangible and invisible but can only move through objects if they are aware of their intangibility or if their perceived environment does not include the object or person in question. In some cases, the ghost's mind is far enough that they don't really exist on Earth. But they usual come back to the World eventually.
In order to be seen or heard by people that aren't deathseers they must purchase the Illusions power. In order to move physical objects they must purchase telekinesis. A ghost that practices possession needs the influence thoughts power.
If a ghost with influence thoughts who drives a victim to a mental defeat can sever the soul and take over the body permanently. At this point they are no longer a ghost and must trade in the points for Ghost for other things, like physical stats. They may also trade in Influence Thoughts and any other ghostly powers if they desire. Note if they get into a mindscape battle, they risk killing the body and then it has no use to them. Most ghosts consider this tactic horribly.
Some ghosts will possess a spiritually void body, such as one that has become clinically dead. This also allows them to come to life again (assuming doctors or other healers revive the body) but will involve at least temporary amnesia.
Ghosts have a Life-Force Stress Track but it is only stresses when someone is attempting to disperse them via shaping, magic or a death-seer's powers. The Life Force is equal to twice the Ghost's Sensitive. Any Telepathic contact with a ghost is going to start a mindscape since that is their default status. As such, telepathy can also disperse ghosts though it is much more dangerous to do it that way.
Ghosts will always recover completely from consequences due to attacks on their spirit though it will heal at the normal rate for Consequences.
Ghosts can be specifically barred entry to places this is usually done by making it hard for ghosts to even tell the place exists. But more direct barriers exist as well.
Ghosts only perceive themselves to walk from one place to the next, or fly, they are purely a telepathic presence. When they make the decision to go some significantly distant place have them roll sensitive against a difficulty as if teleporting. On a success they end up there when they expect to and probably remember flying or walking the distance. An a failure there might be some fluke such as appearing there instantly and believing it took you a logical amount of time making you wonder why anybody you're meeting is late. Or you might arrive hours late and find your friends amazingly already there and in need of rescuing. Or you might go to the wrong place or believe you are in the right place but still back where you started.
They can teleport direct to other people as if the person were a place. Assuming they are not barred from approach.
Battle with other ghosts is handled like a mindscape battle.
Damage is to Life-Force stress. Though Mental stress can be suffered too. Such as from intimidations.
Teleporting, walking through walls and interacting with other ghosts does not stress the environment normally. A virtual war could occur without the living being aware for the most part. Any ability used to affect a living mind or the physical world does. Use the rules on ghost antagonists for determining the stress the environment has. A battle between two ghosts where one or more is also attacking physical things will stress the environment.
Ghosts have no real concept of space or time as indicated above. They may think they were gone days and have been gone an hour. Or they might think they were gone fifteen minutes and have been gone four days. Mostly leave this to downtime occurrences to avoid players being left out.
Any ghost that walks through a Guiding Light leaves the game but this can only be done willingly.
Modifiers:
+1 Stubborn: Your Sensitive is +1 for the purpose of determining your Life-Gorce track. Can be taken twice at Ring 8 and below or three times at Ring 4.
+2 Mane you are self-appointed guardian or caretaker over some place. As long as you remain around that place, you don't worry about losing track if time or space. When you step outside, however, it is more difficult for you to keep focus and you will likely snap back to your guarded place when things get too stressful.
+1 Careful Your Sensitive or Manipulative is +2 with regards to activating powers that might stress the environment. Can be taken once for each.
A word on many-tailed Kitsune ghosts. A multi-tailed kitsune ghost is actually multiple ghosts but they've been intwined so long that they remain so in death. This will continue until they pass through a guiding light. If they were to possess a new body that isn't kitsune this may cause severe problems.
Note this means a Ring 12 ghost would start unable to interact with anyone.
Ghosts have no rating in Strength, Endurance, Agility or Metabolic (the book gives them Agility).
Ghosts cannot perform physical actions aside from perception actions.
A Ghost's aspect can be compelled causing them to see an inaccurate surrounding. They may believe themselves to be in the place they died, their home or something else. They are often confused at how much time has passed since at times the time of day does not perceptibly change for them. Reasoning, Willpower or Sensitive can be used to see the real physical environment. Empathy can be used to perceive actual people.
They are completely intangible and invisible but can only move through objects if they are aware of their intangibility or if their perceived environment does not include the object or person in question. In some cases, the ghost's mind is far enough that they don't really exist on Earth. But they usual come back to the World eventually.
In order to be seen or heard by people that aren't deathseers they must purchase the Illusions power. In order to move physical objects they must purchase telekinesis. A ghost that practices possession needs the influence thoughts power.
If a ghost with influence thoughts who drives a victim to a mental defeat can sever the soul and take over the body permanently. At this point they are no longer a ghost and must trade in the points for Ghost for other things, like physical stats. They may also trade in Influence Thoughts and any other ghostly powers if they desire. Note if they get into a mindscape battle, they risk killing the body and then it has no use to them. Most ghosts consider this tactic horribly.
Some ghosts will possess a spiritually void body, such as one that has become clinically dead. This also allows them to come to life again (assuming doctors or other healers revive the body) but will involve at least temporary amnesia.
Ghosts have a Life-Force Stress Track but it is only stresses when someone is attempting to disperse them via shaping, magic or a death-seer's powers. The Life Force is equal to twice the Ghost's Sensitive. Any Telepathic contact with a ghost is going to start a mindscape since that is their default status. As such, telepathy can also disperse ghosts though it is much more dangerous to do it that way.
Ghosts will always recover completely from consequences due to attacks on their spirit though it will heal at the normal rate for Consequences.
Ghosts can be specifically barred entry to places this is usually done by making it hard for ghosts to even tell the place exists. But more direct barriers exist as well.
Ghosts only perceive themselves to walk from one place to the next, or fly, they are purely a telepathic presence. When they make the decision to go some significantly distant place have them roll sensitive against a difficulty as if teleporting. On a success they end up there when they expect to and probably remember flying or walking the distance. An a failure there might be some fluke such as appearing there instantly and believing it took you a logical amount of time making you wonder why anybody you're meeting is late. Or you might arrive hours late and find your friends amazingly already there and in need of rescuing. Or you might go to the wrong place or believe you are in the right place but still back where you started.
They can teleport direct to other people as if the person were a place. Assuming they are not barred from approach.
Battle with other ghosts is handled like a mindscape battle.
Damage is to Life-Force stress. Though Mental stress can be suffered too. Such as from intimidations.
Teleporting, walking through walls and interacting with other ghosts does not stress the environment normally. A virtual war could occur without the living being aware for the most part. Any ability used to affect a living mind or the physical world does. Use the rules on ghost antagonists for determining the stress the environment has. A battle between two ghosts where one or more is also attacking physical things will stress the environment.
Ghosts have no real concept of space or time as indicated above. They may think they were gone days and have been gone an hour. Or they might think they were gone fifteen minutes and have been gone four days. Mostly leave this to downtime occurrences to avoid players being left out.
Any ghost that walks through a Guiding Light leaves the game but this can only be done willingly.
Modifiers:
+1 Stubborn: Your Sensitive is +1 for the purpose of determining your Life-Gorce track. Can be taken twice at Ring 8 and below or three times at Ring 4.
+2 Mane you are self-appointed guardian or caretaker over some place. As long as you remain around that place, you don't worry about losing track if time or space. When you step outside, however, it is more difficult for you to keep focus and you will likely snap back to your guarded place when things get too stressful.
+1 Careful Your Sensitive or Manipulative is +2 with regards to activating powers that might stress the environment. Can be taken once for each.
A word on many-tailed Kitsune ghosts. A multi-tailed kitsune ghost is actually multiple ghosts but they've been intwined so long that they remain so in death. This will continue until they pass through a guiding light. If they were to possess a new body that isn't kitsune this may cause severe problems.