Alternate Wraith - Ghostwalker
Oct 27, 2018 19:18:52 GMT -6
Post by GuardianTempest on Oct 27, 2018 19:18:52 GMT -6
Alternate Wraith - Ghostwalker
The living die and stay dead. If you're mortal, this is true. If you're Exalted...not so much. Wraiths are ghosts that come back to the land of the living. Conversely, Ghostwalkers are among the living, but they can project their souls out of their bodies and seemingly 'die' for short periods of time. Projecting allows Ghostwalkers to touch the land of the dead, but it leaves their bodies vulnerable to physical harm. Stronger Ghostwalkers are capable of activating their paranormal abilities without ever leaving their bodies.
Throughout history, Ghostwalkers have been given many names. Known as Sin-Eaters, Projectors, or Skimmers, Ghostwalkers function as mediators between the living and dead. Of course, these powers have a cost - in order to awaken as a Ghostwalker, you need to survive one or more near death experiences. Afterwards, the Ghostwalker will become exponentially more aware of the realms beyond. Some say that you must make a contract with a death spirit upon dying in order to return as a Ghostwalker, but the true answer is obscured.
Tell:
A Ghostwalker's tell is the spiritual "leakage" from their bodies. Casual observers notice subtle changes in eye color, drops in body temperature that extend outwards at higher levels, inconsistent shadows, and the sensation of "heavy air" around the Ghostwalker's space. The spiritually aware can notice more obvious tells, such as an ectoplasmic form over the Ghostwalker's body like a translucent film on top of a picture.
Power Stat: Synergy
Resource Stat: Plasm
Power | Replaced With |
Dematerialize | Projection |
Poltergeist | Ghostly Ripple |
Second Death | Severed Soul |
Ectoplasmic Form | Reaper |
Projection: You may spend one Plasm as a half action to project. While projecting, you control an incorporeal (as per the Phasing trait) vessel for a number of rounds up to your Resolve. You can choose to send your projection to the Umbra instead of making it incorporeal. Your projection's body is mechanically identical to your own, but it uses Willpower for Strength and Wisdom for Dexterity. It shares your health pool and takes the place of your normal body on the initiative track.
Severed Soul: Your projection has the Undead trait. Your regular body cannot take actions while projecting, but is not considered helpless, unconscious, or unaware. While projecting, your soul returns to your body upon running out of Plasm and you can also return manually as a free action, but you take a wound from shock unless you are within a meter of your body. Shroud gives Aura to your projection (while summoned) and Armor to your body (while it isn't).
Synergy | Power Gained |
✱ | Whispers |
✱✱ | Ghostly Ripple: By spending a Plasm, your can take actions with your projection while its anchored to your body for a scene. It has a reach equal to twice your Synergy in meters. Your can declare attacks with your projection as normal, but it cannot make opportunity attacks until Synergy 4. |
✱✱✱ | Curse |
✱✱✱✱ | Shroud |
✱✱✱✱✱ | Reaper: You gain the Stuff of Nightmares trait. You can spend Plasm to gain Fear (X), where X is equal to the number of Plasm spent. This Fear lasts until the end of the scene or when dispelled as a free action. |
Ghostwalker Threshold Assets
Torn
Death by violence. You can spend Plasm to Ready weapons out of raw ectoplasm, rolling your Synergy against the item's TN as if you were making a Wealth test. This weapon lasts until the end of the scene.
Silent
Death by deprivation. Subtract your Synergy from all attempts detect you with Perception. You can spend a Plasm to remove the Verbal keyword when spellcasting.
Prey
Death by nature. When you project, you can modify your projection as if you had the Wild Shape or Improved Wild Shape feats. These traits last until the projection ends. Your projection also gains a natural weapon with the following profile: 1k1 I or R; Melee, Brawling.
Stricken
Death by plague. You gain a free raise on all opposed tests. If you are attempting a skill test that an ally has failed in the current scene, spending Plasm adds +2k0 instead of +1k0.
Forgotten
Death by unfortunate and/or comical accident. You gain the Luck feat. You can spend Plasm to turn a bad Ghost Die effect into a good one. The numerical result of the die remains the same.