Ghost
Undead; Minor; White Soul (100)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 30 | Hit Points | 18 | Combat | 50 |
| Endurance | 35 | Wound Thr. | 10 | Magic | 60 |
| Agility | 30 | Magicka | 35 | Evade | 20 |
| Intelligence | 35 | Stamina | 3 | Observe | 30 |
| Willpower | 40 | Initiative | +8 | Stealth | 20 |
| Perception | 20 | Action Pts. | 3 | Knowledge | 30 |
| Personality | 5 | Speed | 9m | Social | 5 |
| Morale | 40 | Size | Std. | Physical | 30 |
Weapons & Armor
- • Ghostly Touch: 1d4; Slashing, Magic; Reach 1m Mara
Special Abilities
- • Poltergeist (1 AP + 1 SP): As a Primary Action the Ghost
- can immediately gain the Telekinesis 3 trait, extinguish all
- non magical light within 10m, and force all characters within
- 10m to test Panic with a -10 penalty.
- • Refresh Spells (1 SP): The Ghost can, as a free action, refresh
- MP equal to half their max MP. If they have the optional
- Spellcaster trait, they refresh all of their spell uses instead.
Traits
- • Undead
- • Dark Sight: A creature with this trait can see and act normally
- in areas with dim or no light.
- • Frightening: At the start of an encounter with a Ghost, all
- characters must test Panic at +20.
- • Incorporeal: Has the Flyer (Speed) trait. Can pass through
- solid objects, can only be damaged by Magic weapons or
- spells. Cannot normally affect the world except through
- attacks and Magic. Its attacks ignore non-magic AR.
- • Resistance (Frost, Shock, 4)
- • Sun Scarred (0): If this character is exposed to normal sun-
- light they lose 1 SP each hour. Cloud cover or other such
- weather halves the rate of SP loss. The character must spend
- an hour in a dark place before they can remove levels of
- fatigue/regain SP lost in this manner.
- Liches
- Nether Lich
- Weaker and less powerful than other liches, these undead necromancer
- have become spectral shadows of their former selves.
Encountering Ghost
Spells • Frost Bolt 2: 6 MP, 1d6 Frost, R Attack (100m), Overload (+WB to Dmg) • Frost Bite 3: 7 MP, 1d8 Frost, M Attack (1m), Overload (+WB to Dmg) • Dispel 3: 13 MP; Remove all magical effects from any source of level 3 or lower from the caster. Constant enchantments reactivate after 1d4 rounds. • Fatigue 3: 10 MP, +0 Endurance, Fail, Lose 1 SP. [Lvl]: Cost; Spell Attributes; Description. Variant: Ancient Ghost Special Abilities • Vanish (1 SP): The Ancient Ghost becomes Invisible for d4 Rounds. Ghosts are the souls of those who have died and are now trapped within Nirn unable to leave. They can be found manifesting all across Tamriel. Ghost are most often found within ancient tombs or haunting graveyards. That said, they can also be found practically everywhere else either naturally or because of dark necromancies being cast to summon them. Ghosts that naturally occur are bound to Mundus in ethereal form, often because of some unfinished business that needs attending before the spirit can move on. Usually, a ghost devolves into unending madness, their past life and the business that ties them to Mundus long forgotten and unresolved. The ghost’s torment in reality, one foot in and one foot out, is agonizing and ceaseless until they are vanquished by the living, banished into death by force. This in mind, slaying a ghost that has gone mad is a great and noble service, as it delivers them from the shackles of their endless anguish.
Loot
- A character can test a -10 Alchemy test to gather one dose
- of Ectoplasm, which is a Very Rare Mysticism ingredient.
- 3
- Traits
- Undead
- Bend Reality: Can test Magic instead of Physical.
- Dark Sight: A creature with this trait can see and act normally
- s in areas with dim or no light.
- Incorporeal: Has the Flyer (Speed) trait. Can pass through