Originally posted by PlotVitalNPC
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Ghosts: A Revision [PEACH]
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I've got the strange image of a ghost protecting their grave goods and the knife they were killed with (a fetter of theirs) from the sun and from others by putting them in a bag of holding and swallowing it, or in some other way stashing it inside of their body.
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Also, if they knew any TMA/CMA charms in life, they keep them as ghosts. They lose SMAs, though.
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According to Scroll of the Monk, all spiritual beings can learn TMA, and they can learn CMA at Essence 6. Except for the Four Arguments of Virtue, which can be learned at Essence 3.
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I forgot that they could learn CMA.
What are the criteria for that, again?
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I didn't call it out in the rules, but I see no reason to restrict them. I don't even mind that they can eventually use CMA.
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Ghosts: A Revision [PEACH]
I've been working on a revision of ghosts for a while. I found the basic rules clunky, overcosted, and impractical for PC characters, so I rewrote almost all of the Charms, most of the Backgrounds, added a whole collection of cool toys for ghosts to play with, and a bundle of thaumaturgy on top of it. If you read all the way to the end of the "Let's talk about ghosts" thread, you may have seen the early draft of this, but here's the completed work. I hope you find this one step closer to a more gameable Underworld.
Please let me know if you find anything wonky. This hasn't yet been playtested, so I expect effect costs will still be very rough.Tags: None
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