This is an old revision of the document!
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 class 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).
Spectre | Be an intangible phantom. | |
---|---|---|
caret-right | Fadeout | Become temporarily immune to everything. |
caret-right | Phasethrough | Walk through walls. |
caret-right | Possession | Possess the living. |
caret-right | Sublimation | Switch between solid and spectral. |
caret-right | Transparency | Gain permanent partial concealment. |
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 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. | |
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-circleSupply-Driven: Roll a trigger die when you use Fadeout. If the result is 1-6, then doing so costs 1 Supply. You cannot use Fadeout if you have no Supply remaining. |
|
---|---|---|
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 Endurance. 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. |
|
---|---|---|
Utility | plus-circleMeat Puppet: You can possess the body of a creature as an action. While possessing another creature, you disappear and are considered to be physically inside them, even if they are smaller than you. plus-circleDriver Picks The Music: You use your own combat ratings and abilities while possessing a body, not the host's. You can choose to relinquish the possession any time you want, upon which point you will appear next to your former host. The host remembers nothing of the experience. minus-circleSleepers Only: You cannot possess anyone unless they are sleeping or unconscious at the time. minus-circleShared Suffering: If your host takes any damage while you possess them, you also take the same amount of damage. minus-circleRough Rider: If you continuously possess a creature for a full day, both you and they lose 1 Vitality from the experience and a further 1 Vitality for every subsequent day you stay inside them. This lost Vitality cannot be restored in any way until the possession ends. |
|
---|---|---|
caret-right | Alternative | plus-circleBody Thief: You can possess creatures that aren't asleep or unconscious. minus-circleClueless Only: You can only steal somebody's body if they aren't aware of you as a threat to them (they don't know you're there or they implicitly trust you). minus-circleSupply Cost: Possessing somebody who's awake costs 1 point of Supply. |
caret-right | Alternative | plus-circleEvil Dead: You can possess corpses and drive them around, although possession does not remove wounds or damage from creatures that died violently. Corpses that are not mostly intact might not be capable of movement anymore (GM adjudicates). minus-circleSupply Cost: Possessing a corpse instead of a living creature costs 1 point of Supply. |
Utility | plus-circleEthereal Walker: You can switch between solid and spectre state as an action. While solid, you lose all benefits and drawbacks of your Spectre class 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 Endurance. You must choose to spend the Endurance before you see the outcome of your action. |
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. | |
---|---|---|