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spectre

I know I should probably get her exorcised, but Priscilla doesn't seem to be suffering or unhappy. Sure she sometimes spends the night meowing and tearing about, but she did that when she was alive, too. Besides, I really don't have any better way of dealing with all the ghost mice.

Spectres are ghosts, basically, and thus this archetype is only usually available in campaign worlds where ghosts are a thing (or at least some kind of viable alternative route to the same situation, like an incorporeal spirit or living hologram or something). This also means that it frequently pairs well conceptually with the Undead archetype.

Spectre Be an intangible phantom.
caret-right Fadeout Become temporarily immune to everything.
caret-right Phasethrough Walk through walls.
caret-right Sublimation Switch between solid and spectral.
caret-right Thresholder Make others spectral.
caret-right Transparency Gain permanent partial concealment.

Spectre

Protection plus-circleOut Of Phase: You exist on the edge of reality, not quite material but definitely not nothing, either. You can freely move around, observe your environment, and engage in conversation, but anything else might or might not work. All weapon effects and abilities from the Wrestler archetype have a special failure chance of 6 when used against you. All other abilities (including offensive effects that are not actually weapons) work normally against you.

minus-circleIncorporeal Frustration: All weapons that you use also have the same failure chance of 6 with all attacks as weapons used against you. Physically interacting with your environment in any way (such as opening a door, putting an object in your inventory, pulling a lever, etc) requires additional concentration and thus needs two actions to complete instead of the normal one.

plus-circleGhost On Ghost: Another spectre exists on the same level as you do, and thus you interact with each other normally. All attacks and physical moves made against one another have no failure chance at all.
Utility plus-circleDormancy: You can choose to enter a dormant state any time you are alone and peaceful. When dormant you are completely invisible, intangible, undetectable and invincible. You are unaware of the world around you while dormant, but will automatically wake up and become active again when another creature comes within 10 meters of your resting place.

Fadeout

Protection plus-circleOut Of Phase: At the beginning of your turn, you can choose to become completely immaterial for one round. This doesn't cost an action. When you do this, you become completely immune to all abilities and effects but cannot take any actions other than movement. At the beginning of your next turn, you return back to normal (unless you choose to extend the effect another round.)

plus-circleCondition Suspension: While completely out of phase from the world, conditions have no effect on you and can be ignored. They are not removed, however, and you cannot recover from them. The Grabbed condition is an exception; if you move out of range of your grabber while faded, the condition is removed automatically.

minus-circleMojo: Roll a trigger die when you use Fadeout. If the result is 1-6, then doing so costs 1 Mojo. You cannot use Fadeout if you have no Mojo remaining.

Phasethrough

Utility plus-circleWalk Through Walls: You can pass through solid material (but not creatures).

minus-circleSlow Push: When passing through solid matter, you take two impairments to movement speed.

minus-circleExertion: Every move action taken through solid matter also costs a point of Energy.

minus-circleSolid Submersion: You gain an unrecoverable Choking condition while inside a solid object that is immediately removed once you're out of it (or at least poke your head out of it) again.

Sublimation

Utility plus-circleEthereal Walker: You can switch between tangible and spectral state as an action. While tangible, you lose all benefits and drawbacks of your Spectre archetype abilities.
caret-right Alternative plus-circlePoltergeist: You can choose to interact with the physical world with no penalties or drawbacks even when in spectral form- for example, you could choose to attack without suffering the normal failure chance of 6, or physically interact with the world as a single action instead of a double.

minus-circleExertion: Interacting normally when spectral costs 1 point of Energy. You must choose to spend the Energy before you see the outcome of your action.

Thresholder

Utility plus-circlePhantom Zone Abduction: As an action, you can temporarily pull any adjacent target into the space between worlds where you usually dwell. This grants your target the root ability of the Spectre archetype until the end of the current exploration turn, whether they want it or not.

minus-circleMojo: Roll a trigger die when you use Thresholder. If the result is 1-3, then doing so costs 1 Mojo. You cannot use Thresholder if you have no Mojo remaining.
Protection plus-circleFlicker: When you are attacked or otherwise targeted by a physical ability and the associated trigger die is 6 or less, you can choose to flicker from spectral to solid (or vice versa) for an instant, causing the attack to fail. This grants you some degree of protection even from assailants that are in the same state as yourself.

minus-circleMojo: Canceling an attack by flickering costs 1 Mojo.

Transparency

Protection plus-circleSee Right Through: You are partially transparent and somewhat difficult to see, which gives you permanent partial concealment. If in a space that already has partial concealment, this becomes total concealment.

minus-circleSpeed Draws Attention: You have an impairment to movement. You can choose to move at full speed if desired, but doing so causes you to lose your partial concealment from Transparency until the beginning of your next turn.
spectre.txt · Last modified: 2020/11/19 11:02 by kyle