Salutations, fellow scoundrels,
I’ve looked for an answer to my question in this forum, but wasn’t able to find something, so I decided to take matters into my own hands.
I’m wondering about one of the choices you can make when taking the hound’s special ability ghost hunter, namely, ghost-form. The book has the following to say about it:
“Ghost-form allows the pet to transform into electroplasmic vapor as if it were a spirit.”
Specifically, I’m wondering whether this means that they have the same effect on humans like other ghosts – that is to say the pet would be as frightening as a “normal” ghost and the victim may not act unless they’re strong-willed or something.
If so, that sounds very powerful – if not overpowered – and I’m not sure how to deal with it. On the other hand, I find this a nice touch and like the idea very much from a fictional standpoint.
Any opinions on that matter?
Easy. It’s an electroplasmic vapor LIKE a spirit. It’s not a spirit.
I’m with David. It allows them to move through small openings and such like a spirit, but they’re still not a spirit. I figure the supernatural terror inspired by ghosts comes from the fact that they’re ghosts, not that they’re made of electroplasmic vapor.
Or, perhaps it does in fact frighten people “as if it were a spirit”. Seems like a fair few people that fall into the ‘citizen of…’ might be frightened, but the rough sorts a scoundrel encounters have probably seen a ghost or two and may not be quite so rattled by it. Also, if people that do see it become afraid, a consequence for a roll might just be that they call the Spirit Wardens, who are now hunting for a rogue spirit.
Do whichever works in your game and you like the feel of. In narrative first games like this, it’s very hard to be over powered. Everything still had narrative consequences. Sure, you can scare a lot of people, but then you attract the people who deal with this sort of thing. Spirit Wardens, that one gang of ghost hunting cavalry, maybe an ambitious demon. The game always balances out.
Besides, the Whisper has abilities that do pretty much the same thing.
Thanks guys! I’m still not quite set on any solution, but I’ve got some new ideas. (didn’t think it could get spirit wardens or the like involved – but thinking about it, it’s quite obvious) 🙂 I’ll probably ask my players what they think about it.