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01:56, 2nd May 2024 (GMT+0)

PLAYBOOK: THE SPECTRE.

Posted by The GMFor group 0
The GM
GM, 7 posts
Fri 10 Jun 2022
at 02:13
  • msg #1

PLAYBOOK: THE SPECTRE



THE SPECTRE

You are the echo of one who died, but your essence hasn’t moved on for some reason.


LOOK: (pick as many as apply)
• Ambiguous, Female, Male, Neither
• Human, Dwarf, Elf, Half-Elf, Halfling, Gnome, Half-Orc (half-humanoid killer whale)
• Blood-Stained Clothing, Dark Clothing, Everyday Clothing, Outdated Clothing

DEMEANOR (pick one): Antiquated, Confused, Meek, Volatile

CHARACTER STATS (Add 1 to one of these):
--Blood 1
--Heart 0
--Mind -1
--Spirit 1

STARTING FACTIONS (Add 1 to one of these):
Mortality -1
Night 1
Power 0
Wild 1

INTRO QUESTIONS
• Who are you?
• How long have you been in the city?
• Who do you still care about?
• What makes your afterlife worth living?
• What do you desperately need?

GEAR
Whatever was on your person when you died, albeit spiritual versions of each

DEBTS
• Someone, or someone’s progenitor, was involved in your death. They owe you a Debt.
• Someone is watching out for a family member of yours. You owe them 2 Debts.
• You are haunting someone and they know it. You owe them a Debt.


SPECTRE MOVES
You start with this one:
--Manifest: Regular people can’t sense or interact with you unless you manifest. You manifest by spending a few quiet moments concentrating and choosing 2:
• You can be heard
• You can be seen
• You can touch and be touched by the physical world

You may mark corruption to instead choose 1 or all 3.


And choose two more:
--Won’t Be Ignored: When you get in the way of someone, treat your roll as a 10+ without rolling. If you distract an NPC, roll with Spirit instead of Mind.

--Ghost Town: When you hit the streets with ghosts, take +1 ongoing to dealing with them.

--Phantasm: Take +1 Spirit (max +3).

--“Wall? What Wall?”: You always have an opening to escape a situation. You can choose an additional option off the list to bring someone with you. On a miss, you attract the attention of dangerous spirits and ghosts in the area.

--Link: Something keeps you from passing on: a Link. When in the presence of your Link, advance let it out. When your Link is in danger, you have access to all your corruption moves until you see it to safety. If your Link is ever destroyed, so are you.


DRAMA MOVES:

»Spectre Corruption Move
When you witness a scene of victimization and do nothing, mark corruption.

»Intimacy Move
When you share a moment of emotional intimacy with another person, you hold 1. Whenever they get into trouble, you can spend your hold to be there.

»End Move
When you fill up on harm, your corpus is scattered and dispersed. You’ll reform in a few days. When your spirit passes on permanently or you retire your character, any characters present gain +1 Spirit (max +3).

STANDARD ADVANCES
Advances available at beginning of play:
• +1 Blood (max +3)
• +1 Mind (max +3)
• +1 Spirit (max +3)
• A new Spectre move
• A new Spectre move
• A move from another playbook
• A move from another playbook
• Change your Faction
• Join or lead a body of ghosts


»The Spectre: Body of Ghosts
Not all ghosts are fully trapped on this side of reality; some exist in a half-life state, their corpus displaced between the two worlds, bridges from this life to the next. A body of ghosts is a colony of such unfortunate souls, bound to a location or object that anchors their corpus halfway between realities.

• Join or lead a body of ghosts:
When you select this advancement, work with the GM to describe the body of ghosts. Where do they reside? How did you meet them? Why are they drawn to you? What object or location anchors their existence? Treat whatever object or location you determine as a Link, even if you don’t have the move; you also gain access to Thin Walls, provided that the object or location is safe.

• Thin Walls: When you bring a supernatural object to your body of ghosts, roll with Night. On a hit, ask the congregation questions and they will answer honestly. On a 10+, ask 2. On a 7-9, ask 1.
•• Who created or birthed this object?
•• Who could be reached on the other side through this object?
•• How could a ghost make special use of this object?
•• What do those on the other side whisper about this object?
•• When will this object end its journey?

Treat a miss as though you let it out to touch the other side and missed on the roll.

You might be able to determine some of this information with let it out, but Thin Walls doesn’t risk corruption and gets you more specific answers.




After 5 advances you may select:
• +1 to any stat (max +3)
• +1 any Faction (max +3)
• Erase a scar
• Erase a corruption advance
• Erase a corruption advance
• Advance 3 basic moves
• Advance 3 basic moves
• Move on through to the other side
• Change to a new playbook


CORRUPTION ADVANCES
• Take a corruption move
• Take a corruption move
• Take a corruption move
• Take a corruption move from another playbook
• Retire your character. They may return as a Threat.



CORRUPTION MOVES
• Possession: Mark corruption to enter the mind of a weak-minded person (GM’s call) in your presence and control their movements and speech for a short time.
• Telekinesis: You can move and lift small objects at a distance by concentrating. Mark corruption to move an object up to the size of a car.
• Nightmare: Mark corruption to enter the dreams of someone sleeping in your presence. While you’re there, you can interact with them and their dreams as if they were spirits.
• Siphon: Mark corruption to reach into someone’s body, inflict 2-harm (piercing) on them, and heal 1-harm of your corpus.



»Notes on Your Moves

In order to Manifest, you need a few moments to yourself; you need similar amounts of time to manifest a second time in a scene to choose new options. If you mark corruption, the process is nearly instantaneous. The GM decides who is “regular people” for the purposes of this move, but you should assume that most supernatural creatures can at least sense your presence.

The Spectre is a surprisingly physical character. Between your starting Blood +1 and Won’t Be Ignored, you can unleash an attack on opponents when they’re at their most vulnerable. If you’re not carrying a weapon, their weapon will work just fine, assuming you take it from them.

If your corpus is destroyed, it takes you a number of days to heal and regroup. That’s the price you pay for being nigh-immortal. Serious magics and some spirits or ghosts may have the ability to damage you or force you to pass on against your will, even when you aren’t manifested.

When you use Nightmare, your target is especially vulnerable to you. You don’t have to manifest to interact with them, nor can they escape the dream. That said, you may find other things in their dreams that endanger you both.
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