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=====Ghosts===== In hindsight, death should always be in the top five of the worst things that could happen, at least twice, preferably. Regardless of how much you feared it or how careful you were, the fact remains that you are particularly deceased or dead. Oddly however, this was not the normal ending that you had come to believe would be the natural progression that came with life ending. You remain in a spectral form. A ghost.</br> All powers used by Ghosts use the Focus (Spirits) skill to activate and control them with.</br> All Ghosts share these common '''''Universial Ghost Powers''''' automatically - Environmental Resistance - Cold and Heat [2], Intanibility (Permanent -2) [3], Invisibility (Permanent -2) [6], Possession (Requires Touch -2) [3], Undead (Spark of Life) [10]. They also share the following '''''Ghost Banes''''' - Distinctive Appears [-1] (Its a Ghost!!), and Vulnerability (Holy Sights/Gound ''or''Unholy Sights/Grounds; as Major Hindrances) [-2] (player's choice). </br> CLASSIFICATIONS OF GHOST :BOUND: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely. Bound ghosts are able to directly interact with the physical world but only through this item. And as the item is damaged they suffer Wounds and can be Incapacitaded. If they leave that 'vessel' they are no longer effected by them as if they were 'healed' instantly. However they cannot inhabit another vessel (non-living construct vessels) for one Hour per Wound they have suffered afterwards. ::'''''Additional Bane''''': Transformation (In order to inhabit or 'possess' a vessel that cannot resist the Possession power requires a ''Focus'' skill check and an Action; as Minow Hindrance) [-1] ::'''''Bound Ghost Powers''''': Construct [8], and their Possession adds the modier - can inhabit dead bodies, simple contructs, itmes etc [+2] :WANDERING: You are not physically bound to the mundane world and are instead bound by your will and the business that keeps you from moving on. As they are less connected to this world they gain greater access to powers that spirits world that can affect the real world. ::'''''Additional Bane''''': Weakness (Etheric) [-1]: When possessing a creature you suffer any conditions the vessel is currently suffering from including Wound penalties, etc. These only last while you possess them. ::'''''Other Common Wandering Ghost Powers''''': The wandering ghost can spend their remaining points on the following powers - Animal Control*, Awareness, Decay*, Fear*, Fearless, Jinx, Malfunction, Mind Control*, Mind Reading*, Object Reading, Obscure*, Slow*, Speak Language, Telekinesis*, Telepathy* and/or Whirlwind. :: * There powers are Contingent (+0) on the Ghost possessing a 'vessel' (a living creature) in order to use them.
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