Ghosts Resised1-10-09
Ghosts Resised1-10-09
Ghosts Resised1-10-09
When anyone dies they have a chance to become a ghost. No one has to check to see if they are stopped from
getting to the other side if they just want to pass on. However, some people have unfinished tasks. To check the survival
of a person to a ghost double their EP and roll it or less on a D100. If you fail you die, if you succeed you become a
ghost. The dead can only attempt to become ghosts once.
First thing about Ghosts is that they have phantom power. They pass through most physical objects. Ghosts
appear as a solid person for anyone who can see them. They are immune to most physical harm other than Faith based
attacks. Magical plus one (+1) weapons do only one point of damage plus two do two points of damage and so on and it
can block movement. Ghosts do not taste or smell. They leave no trace of themselves in the real world.
Holy water = D10 EP of damage
Holy symbols = 2D6 EP of damage
Your HP goes to 0. Your kept alive by your EP now. You regenerate 1EP every hour to your maximum EPs.
If your EP drops to 0, you blink out of existence. You pass threw the Veil. When you gain 1 EP back you reappear in
this world. Ghosts that are linked to an item reappear next to the item they are linked to. Damage done by spells or
enchanted weapons (+1 or better) do EP damage to a ghost.
When they are attacked with Faith ghosts lose EP. EP lost this way is gone forever. It does not come back or
regenerate ever. When your EP drops to 0 and you have no EP left to regenerate you are no longer a ghost. You have
died. If a ghost still does not pass over after 1 year they can reappear as a ghost.
The Veil is protected by a very thin membrane that separates the world of the living with the land of the dead.
The Veil is a medieval version of the world your in. For some guests its just uncomfortable but for most its a
nightmarish place where your greatest fears come to life. A terrifying place if you dont know your dead yet.
When you become a Ghost you get 06 points to pick out your ghostly powers on the chart below. Use the EP
to use column as the cost of each power:
POWER
Invisibility
Fear
Create Illusion
Temperature Control
Accelerate Aging
Cause Wounds
Possession
Drain Ability
EP to use.
2
1
3
1
4
2
3
5
Inhabit Object
Psionic Powers
1
1
Flicker
Phantom Shift
Banshee
Essence Weapon
2
3
Manipulate Space
Description
Self only until dispelled.
10 area for each EP used. Fright check/Turn in area.
Lasts 30 min independent of caster.
25 area 1EP=cold, 2EP=D4, 4EP=4D4, 8EP=6D6 Damage
By touch 4EP= 1 year, 6EP= 3 Yrs, 8EP=10 Yrs
Within 2/ 2EP=D4, 3EP=2D4, 4EP=4D4, 5EP=6D4, 6EP=8D4
By touch. WIS check to avoid. No other ghost powers work.
By touch. WIS check to avoid. 1 to STR, WIS, CON, DEX, OR COM.
Target looses 3HP for each point drop permanently. Any WIS drained gets
added to the ghost WIS score permanently. Does not affect the modifier.
With in 5
As Psionic power. If they had these powers in life they keep them in death.
Ghosts can not gain powers after death.
Within 6: 3EP= 20lbs, 4EP= 50lbs, 5EP= 100lbs, 6EP= 500lbs, 7EP=
2,000lbs, 8 EP= 10,000lbs, 9EP= 50,000lbs, 10EP= any weight. (Within
reason)
Creates an illusion of when the ghost was alive. People may interact with the
illusion.
50 area fear check or 25 2D4 sonic damage causing deafness for D4 min.
Create a Weapon from EP. Must be under 5. It does normal damage but
Armor values are ignored.
Change space from normal to x2 area of space.
Ghosts (Undead)
Personal link/ containment: To Create a Ghost its helpful to have an item of the livings to help them cross over to
this side of the Veil. They will be attached to this item from then on. There is a ritual to bringing them back. Use the
chart below to see the bonus % given for bring back someone. Then have them make a check to become a Ghost.
Item
Bonus % to
bring back.
When in the
link object
they
regenerate
EP.
Extra EP
when
picking
powers.
Extra EP
for the
Ghost as
long as his
object is
around.
A picture
Clothing
Hair
Heart
+2
Wedding
Ring
+5
+1
+25
Skull or
Body
+50
Demonic
contract
+75
+10
+1
+2
X2
X3
+1
+1
+2
+3
+5
+10
+6
+1
+1
+2
+3
+5
+7
Phantom Powers:
o
o
o
o
o
o