Has anyone had a character switch to a ghost playbook yet? How did it go? How did it affect the game?
I’ve got a character that has an unhealthy obsession with ghosts and have been eyeing the ghost playbook lately.
Has anyone had a character switch to a ghost playbook yet? How did it go? How did it affect the game?
Has anyone had a character switch to a ghost playbook yet? How did it go? How did it affect the game?
I’ve got a character that has an unhealthy obsession with ghosts and have been eyeing the ghost playbook lately.
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It worked ok, possess can be powerful. It mainly worked for us because the crew was hawkers who took selling drug to ghosts, and ghosts were already a big part of activities. I’m not sure how well it would work without previous regular interactions with ghosts.
The ghost can be fun, but it’s a bad deal. Looks powerful, but is loads of trouble. Pick it if you like that kind of thing. (I do)
John Harper Oh absolutely; I agree I think it will be loads of trouble. Ghosts have so much to worry about, from Spirit Wardens, to whispers, and witches, and armchair spectrologists, and anyone who happens to be wearing a spiritbane charm. Sounds like a lot of fun to me.
Thanks for commenting Seth Surber. The crew my PC is a part of is heavily involved with ghosts, so no worries there.
John Harper – When it comes to Ghost PCs: the rules state to carry over ‘ghost’ abilities from the previous playbook. But, does that mean that a Ghost PC cannot harm other ghosts without ‘Ghost Fighter’ or see other ghosts without ‘Ghost Mind’ or slip into the Ghost field without ‘Ghost Veil’? The Ghost special abilities for living PCs make sense to interact with the supernatural and ghosts. But, they seem to make less sense for a Ghost PC. Please help me to understand (if you have time)?
Sure thing. In general, these special abilities expand the baseline capabilities of the subject, so they should still do that for a ghost character.
Ghost Fighter
First, everyone can punch ghosts already, it’s just limited effect. Ghost vs. ghost would be standard effect, usually. Ghost Fighter gives you potency vs. ghosts (great effect, usually).
Ghost Mind
Everyone can try to attune to detect ghosts. Ghost Mind works automatically and has no easy counter.
Ghost Veil
This ability sort-of replicates a ghost’s innate ability, so read it as a super-charged upgrade. A ghost PC with Ghost Veil can slip sideways through the field to evade other spirits, for instance.
Got it! That makes a lot of sense now. Those abilities enhance what the ghost can do, which gives them a better effect, or maybe even potency in one way or another. Thanks for the reply.