Ghost

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Description: The soul of someone who should have departed on the ghost train and reunited with the life stream, but escaped the process. They wander the land, trying to fulfill whatever goal led them away from the cycle of death and life. Note: No previous PC may become a ghost.


Advantages:


Etherial: Ghosts don't have much of a form and can pass through walls and other obstacles at half usual movement rate.

Gaseous: Weapons have a hard time finding purchase in ghost flesh, they take half damage from physical and earth strikes.

Undead: Ghosts have 1 point in the undead special, making them undead.

Possess: A ghost can claim the body of the living if they can defeat them in a challenge of wills(Both parties +resist/will). The possession lasts until the host takes 30% of their max HP in damage in one scene, which will eject the ghost, who is unharmed by the experience.

Magic attunement: +5 magery, but not over 25.


Disadvantages:

Magical Nature: Ghosts take +50% damage from magic sources(besides earth element).

Spirit: Spirit magic works on ghosts at full effect

Entity: Ghosts are an 'entity' and take double/no damage with an affinity of 10 or higher.

Resisting Death: A ghost has only one round to be revived after death or the lifestream will claim them.


Homeland: Any Rarity: Nigh Unique


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