Now that we gave Geist's rules for ghost creation, we can start making some of our own. Post your's here!
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A Fright of Ghosts (2e)
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Originally posted by 21C Hermit View PostNot an entry, but a request from someone who doesn’t have access to the Kickstarter previews; what would a Sadako expy look like under the 2e rules?
Yuk yuk yuk.
(I haven't seen the movie, so I can't actually help.)
Kelly R.S. Steele, Freelance Writer(Feel free to call me Kelly, Arcane, or Arc)
The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
Feminine pronouns, please.
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The Beast
Type: Barghest
Rank: 3
Power: 9
Finesse: 3
Resistance: 7
Numina: 4
Anchor: Crossroads where the rabid dog was burned, tree that grew on its ashes
Ban: Church bells - must dematerialize when hearing them
Bane: powdered pearl
Influence: Anchor 2, Canines 3, Fire 2
Manifestations: Twilight Form, Materialize, Possess, Fetter, Claim
Numina: Awe, Firestarter, Regenerate, Speed, Seek
This is basically an attempt to recreate and adapt the final boss of The Witcher 1's chapter 1, a Barghest called the Beast.
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Originally posted by Wormwood View PostThe Beast
Type: Barghest
Rank: 3
Power: 9
Finesse: 3
Resistance: 7
Numina: 4
Anchor: Crossroads where the rabid dog was burned, tree that grew on its ashes
Ban: Church bells - must dematerialize when hearing them
Bane: powdered pearl
Influence: Anchor 2, Canines 3, Fire 2
Manifestations: Twilight Form, Materialize, Possess, Fetter, Claim
Numina: Awe, Firestarter, Regenerate, Speed, Seek
This is basically an attempt to recreate and adapt the final boss of The Witcher 1's chapter 1, a Barghest called the Beast.
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Originally posted by ArcaneArts View PostLike a creepy Japanese girl ghost.
Yuk yuk yuk.
(I haven't seen the movie, so I can't actually help.)
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Originally posted by Wormwood View Post
Yes: at least one dot is usually Influence (Anchors).
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Originally posted by Second Chances View PostNow that we gave Geist's rules for ghost creation, we can start making some of our own. Post your's here!
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
LGBT+ in CoD games
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Originally posted by 21C Hermit View PostHmm, ghosts have “Influence: (My) Anchor” after all?
The fact that ghosts are inherently temporary and have greater access to a universal Open Condition makes the notion that they could theoretically run out of viable Anchors less of an issue, and Rank working the way it does means ghosts technically having Influence: My Own Life doesn't break much.Last edited by Satchel; 07-17-2018, 09:30 AM.
Resident Lore-Hound
Currently Consuming: Demon: the Descent 1e
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Originally posted by 21C Hermit View Post
Is it about the specific thing they’re Anchored to, Anchor-ness in general, or their own Anchor-ness?
So rather than *Anchor 2, as I wrote, I should have written Crossroad 2.
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Originally posted by Satchel View PostIt turns out that Sanctity of Influences is also a thing, and the emphasis on Anchors as Things That Were Important To The Ghost And/Or Their Death, combined with the ability to use more tenuous personal connections to subjects from their lives to apply the Condition to those things through magic (and, of course, the body or gravesite being a common Anchor), makes the notion of Influence: Things That Fall Within The Ghost's Sphere Of Influence not quite as redundant as initially surmised.
The fact that ghosts are inherently temporary and have greater access to a universal Open Condition makes the notion that they could theoretically run out of viable Anchors less of an issue, and Rank working the way it does means ghosts technically having Influence: My Own Life doesn't break much.
* groundless speculation time
A while ago I floated around the possibility of playable ghosts being playable by virtue of being more connected to their human identities, represented by having Influence over their Anchors instead of things like Sadness or Fire, which I expected would also make player-controlled Influence more manageable. Now, Anchors really do seem to be intimately connected to a ghost’s “past” life, or at least their memories of it. And the Absent, the playable ghosts, have been mentioned to be able to do something with memories. Hmm...
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Originally posted by Wormwood View Post
Far as I can Remember Right now, it is the specific place, thing or person.
So rather than *Anchor 2, as I wrote, I should have written Crossroad 2.
... Or I’m suffering dice penalties to Reading rolls due to exhaustion, and failed a roll somewhere. Quite likely.
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Originally posted by 21C Hermit View PostAh, so Anchors are broader and more flexible than what I thought. Cool.
Numina and Manifestations and Plasm fill the gap vis-a-vis ghostly supernatural phenomena; the mechanics paint a pretty clear picture of the Underworld as not really where ghosts are supposed to go, and the nature of Anchors seems to be part of that.
Resident Lore-Hound
Currently Consuming: Demon: the Descent 1e
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Originally posted by Satchel View PostIt's more flexible in aggregate, but the practical reality is still typically "these one to three specific things, folded under an umbrella category of 'Anchors.'"
the mechanics paint a pretty clear picture of the Underworld as not really where ghosts are supposed to go, and the nature of Anchors seems to be part of that.
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