Monday 19 November 2018

Lens/Monster: Ghost/Human Fighter Ghost

Lens/Monster: Ghost/Human Fighter Ghost

I was dreading this entry, because insubstantiality is very complicated and confusing in GURPS. It's not a 100% accurate conversion, but I did my best. I'll have to standardize insubstantiality types and traits for my setting someday in the future to avoid confusion.
  
Ghost [Monster Manual, page 116]

569-778 points
Applicable to: Any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant.
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Resistant to Turning (+3) [1]; Unaging [15].
Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [192] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
Ghost Abilities (Select one to three of the following abilities) [7-216]:
Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Chill Ray: Ray of Frost 1 [19].
Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
Complex Illusion: Complex Illusion 1 [42] – see GURPS Thaumatology: Sorcery, page 18.
Corrupting Gaze: Toxic Attack 1d (Magical, -10%; Malediction 1, +100%; Vision-Based, -20%) [7].
Disease [22]: Toxic Attack 1d-2 (Accessibility, Only affects the host, -10%; Affects Substantial, +40%; Always On, -10%; Aura, +80%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Onset, 1 day, Exposure Time, -50%; Resistible, HT-2, -20%) [2] + Possession (Does not allow control, -100%; Link, +10%; Magical, -10%; Spiritual, -20%) [20].
Draining Touch: Natural Weapon (Toxic; Affects Substantial, +40%; Cannot Parry, -40%; Hidden, +20%; Intangible, +50%; Magical, -10%; No Signature, +20%) [8].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Energy Drain: Souldrinker 1 [75].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Frightful Moan: Terror (-2) (Hearing; Magical, -10%) [45].
Horrific Appearance [12]: Horrific (Universal, +25%) [-30] + Terror (-3) (Vision; Always On, -20%; Magical, -10%) [42].
Laughter of Madness: Terror (-2) (Hearing; Confusion; Magical, -10%) [45].
Lore: Wild Talent 1 (Focused, Mental Skills, -20%; Game Time, +0%; Magical, -10%) [14].
Magical Radiance: Reveal Magic 4 [53].
Malevolence: Possession (Magical, -10%; Spiritual, -20%) [70].
Magic Resistance: Magic Resistance 2 (Improved, +150%) [10].
Suggestion: Suggestion [73].
Telekinesis: Telekinesis 15 (Magical, -10%; Takes Recharge, 5 seconds, -10%) [60].
Disadvantages: Dread (Religious Symbols; 5 yards) [-14]; Social Stigma (Dead) [-20].
Features: Not Subject to Fatigue.
Creature Type: Undead.

Human Fighter Ghost [Monster Manual, page 117]

707 points
Attribute Modifiers: ST+3 [30]; DX+1 [20]; HT+1 [10].
Advantages: Combat Reflexes [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; ER 4 (Magic) [12]; Flight (Slow, -25%; Substantial Only, -10%) [26]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Resistant to Turning (+3) [1]; Unaging [15].
Etherealness [257]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Affect Substantial, +100%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [192] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65].
Malevolence: Possession (Magical, -10%; Spiritual, -20%) [70].
Rejuvenation: Unkillable 3 (Accessibility, As long as it cannot rest in peace, -10%) [135].
Disadvantages: Dread (Religious Symbols; 5 yards) [-14]; Social Stigma (Dead) [-20].
Features: No Legs (Aerial); Not Subject to Fatigue.
Creature Type: Undead.

Typical Stats
ST:
13
HP:
13
Speed:
5.5
DX:
11
Will:
10
Move:
5 air
IQ:
10
Per:
10


HT:
11
FP:
N/A
SM:
+0
Dodge:
11
Parry:
Block:
13
13 (medium heavy shield, DB 2)
DR:
3 (light plate; torso, limbs and skull)
Punch (11): thrust 1d-1 crushing (KYOS: 1d crushing), Reach C.
Thrusting Broadsword (14): swing 2d cut or thrust 1d+2 impaling (KYOS: 2d-1 impaling), Reach 1.
Longbow (14): thrust 1d+2 impaling (KYOS: 2d-1 impaling), Acc 3, Range 195/260, RoF 1, Shots 1(2).
Etherealness: The ghost dwells on the Ethereal Plane, where he is invisible and insubstantial to material beings, but visible and tangible to other ethereal beings. He can perceive the tangible world with a -4 penalty to spot objects at any range, and -8 to resolve fine details, but not speak normally to those within it, and he cannot pick up normal objects or affect them in any way.
The ghost can materialize on a Material Plane as an insubstantial being, transporting himself through the planar boundaries as if using Jumper (p. B64). Physical and energy attacks cannot harm the materialized ghost, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. The ghost’s psi abilities and magic spells can affect the physical world at no penalty. While materialized, the ghost can carry gear up to his Heavy Encumbrance.
Malevolence (10): The ghost can possess material creatures. The ethereal body merges with and occupies the body of the ghost’s host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to him and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast the ghost out by winning a Quick Contest of his exorcism ability vs. the ghost’s Will.
The ghost cannot return to a body he has been cast out of for at least 24 hours. He may choose to release his host at any time. If he is exorcised or leaves voluntarily, the host recovers after 1d seconds of mental stun.
To possess a new host, the ghost must concentrate for one second and physically touch him. Attempts to possess his own Puppet (p. B78) succeed automatically. In all other cases, roll a Quick Contest: the ghost’s IQ vs. the subject’s Will. The victim resists at +5 if he is in combat with the ghost or otherwise wary of him. If the ghost loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to the ghost. If the ghost wins, he takes over the victim’s body, completely suppressing his personality. The previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The ghost gain the new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. The ghost keeps his own IQ, Perception, and Will, and all of his mental traits. His social traits may apply, depending on the laws and values of his society. Skills are a special case. The ghost’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the ghost have Acrobatics at DX+3, then he would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.
If the ghost occupies a sentient host, he has sufficient access to his memories for the first few hours of the takeover to learn his name and daily routine, but not enough to learn IQ-based skills. To recall a specific fact from the host’s memories, the ghost must roll vs. IQ, at -1 per hour since the takeover. Only one attempt is allowed for any given memory!
Rejuvenation: The ghost is very hard to destroy. Injury affects him normally, but he needs never make a HT roll to stay alive. One the ghost reaches -10xHP, he dissipates, but continues to heal normally. Once he is at full HP, his fully intact body will coalesce in a location of the GM’s choosing and returns to its old haunts. The only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

                Traits: Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Religious Symbols; 5 yards); ER 4 (Magic); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); No Legs (Aerial); Resistant to Turning (+3); Social Stigma (Dead); Unaging.
Skills: Bow-14; Broadsword-14; Shield-14; Stealth-14.
Creature Type: Undead.

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