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]
496-693 points
Applicable to: Any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant.
Human Fighter Ghost
[Monster Manual, page 117]
560 points
Secondary Characteristics Modifiers: HP+8 [16].
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]; Immunity to Pain [30]; Injury Tolerance (Homogenous, No Blood) [45]; Resistant to Turning (+3) [1]; Temperature Tolerance 10 [10]; 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]; Enhanced Unnatural [-100]; No Extra Skull DR [-2]; No Sense of Smell/Taste [-5]; Numb [-20]; Social Stigma (Dead) [-20].
Quirks: Sexless [-1].
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); Enhanced Unnatural; ER 4 (Magic); Flight (Slow; Substantial Only); Immunity to Metabolic Hazards; Immunity to Pain; Injury Tolerance (Homogenous, No Blood); No Extra Skull DR; No Legs (Aerial); No Sense of Smell/Taste; Numb; Resistant to Turning (+3); Sexless; Social Stigma (Dead); Temperature Tolerance 10; Unaging.
Skills: Bow-14;
Broadsword-14; Shield-14; Stealth-14.
Creature Type: Undead.
No comments:
Post a Comment