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The Unbound Ghost
The Unbound Ghost race requires a starting edge to play. However, the player may take a Unbound Ghost edge for free
So, ghosts are brought about in a couple of ways. many have some sort of unfinished business with the world of the living. These souls are usually bound to a physical anchor, and are restricted because of it. Thanks to the Reckoning, the reawakening of magic, the discovery of ghost rock, and the invention of ghost rock weapons, a few souls, killed by the horrific blasts of these destructive forces, are instantly killed, their souls ripped from their bodies.
Any magic powers, or weapons made from ghost rock, draw their power directly from the hunting grounds, which is why they are so powerful and deadly.
But, this raw power doesn't create unbound ghosts very often. Usually, this only occurs when more than one arcane source of power is used against an individual. not to mention, the powers used usually have affects having to do with the manipulation of the dead. And, it takes a tremendous amount of power to shift a soul from the natural order of existance.
This new type of ghost has been dubbed The Unbound by the Texas Rangers, and The Agency.
Attributes: Starts with a +1 die to Spirit
Pace: 6;
Gear: Thrown objects (Str+d4).
Special Abilities
• Fear –2: Unbound cause Fear checks at –2 when they let themselves be seen. they take on the appearance of their bodies at the moment of their death.
• Affect the Physical World: Unbound can affect the physical world by making a Spirit roll for each action. This grants them ability equal to their Agility and Strength as usual.
• Ethereal: Cannot be harmed by normal attacks; takes normal damage from magic items, weapons, and supernatural powers; may pass through solid objects.
• Invisible: Phantoms are spirits and cannot be seen by the naked eye unless they want to be.
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Ghostly Weakness
Weakness: Salt
The ghost suffers damage from salt—such as shotgun pellets filled with it. This cannot kill the thing, but it can drive it off for about 10 minutes per wound. The spirit also cannot cross barriers of salt, and if its corpse is covered in a fine layer of salt, it is effectively paralyzed in the nether realm and can no longer function in the mortal realm.
Weakness: Bane
The ghost is vulnerable to something associated with its life or death. For instance, the phantom of a hanged man might retreat from anyone holding a noose. The spirit generally avoids icons that produce such strong emotions, but can attack or otherwise interact with such a person with an opposed Spirit roll. If it wins, however, its rage is so great that it adds +1d6 to any damage it causes (assuming it was an attack).
Unbound-only Edges:
Item Bonding
Requirements: Unbound, Novice, Background
The ghost can choose any object up to medium size to be bound to. This allows the ghost to have a vessel to rest in, recovering from wounds and fatigue at a rate of one an hour. This object can be manipulated without the need of a spirit roll. If the item is destroyed, the ghost suffers 3d10 damage. The ghost can bond to a new object in d10 days.
Ghost Buddy
Requirements: Unbound, Seasoned, Human Possession
The Unbound finds a human that is willing to allow possession. With this one person, no spirit check is needed to take possession of, or leave the host.
Lively Form
Requirements: Unbound
The Unbound Ghost can Change Their appearance to look as they did in life, so as to not provoke a fear check upon meeting someone.
Human Possession
Requirements: Unbound, Seasoned
A possessor can try to possess any sentient being in sight with an opposed Spirit roll. If the unbound fails, it may not try that victim again in the next 24 hours. If it rolls a 1, the ghost is forced to dissipate for d10 hours.
In order to leave a victim, another opposed spirit check must be made. If the ghost fails, they cannot leave the body, and if they roll a one, they have no control over he host. This lasts for at least 24 hours. During this time, a ghost is vulnerable to being exercised by a religious figure, which can force the ghost from the vessel and into another plane of existence, to face judgment. While possessing another being, the ghost is vulnerable to Certain Miracle powers and rituals such as Exorcism.
Telekinesis
Requirements: Unbound
The Unbound gain access to the Telekinesis spell and a 10 power points to use the power. this edge can be taken once at each rank to increase the power point pool by 10 each time
Illusion
Requirements: Unbound, Heroic
With great effort (at the Game Master’s whim, but usually no more than once per scene), a ghost can entirely transform the surroundings of its domain via illusion. The illusion must pertain to its life or death, and cannot cause true damage. The area affected is equal to the ghosts spirit x 2. If a victim would take one or more wounds, he is Fatigued instead. This cannot result in death; instead, the victim passes out for 1d6 minutes or until aided by an ally.