Geist
Geist is a German word meaning mind, spirit, or ghost, covering the semantic
field of these three English nouns.
As a hybrid species, Geist are 50% human and 50% Ectoplasm as
the result of partially entering the afterworlds.
Species Name: Geist, Half Ghost Type: Humanoid Ethereal Physical Traits: Pale skin Height: 5-7' feet Weight: 100-200lbs Abilities: Geists can turn unsolid at will. When in this state nothing physical can harm them and are immune to Fatigue, Poisons, Gases, Drugs, and Diseases. They are still vulnerable to mind and magical attacks. Weapons forged of iron do x2 damage even if intangible. Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Sexual INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6/flight 4D6, HPs: CON +D4 Orbit/Climate: See Earth Feeding Habits: Omnivore Lifespan: Undetermined Technology: 2 Culture: Standard. Diversified mix of kind and evil people. Government: None Population: 6,162,220 |
Creating a Geist character
Step 1: Age | ||
Determine your character's age. If older than 100 you need to determine which years you have been present in. | ||
01-20 | 100 xD10 years | |
21-40 | 100 x2D10 years | |
41-60 | 100 x4D10 years | |
61-75 | 100 x6D10 years | |
76-90 | 100 x8D10 years | |
91-00 | 100 x10D10 years | |
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously? | ||
Step 2: Attributes | ||
Roll attributes as normal. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +4, +4 per level. | ||
Step 3: Skills | ||
Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill. |
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Step 4: Abilities | ||
All Geists gain all the following free; Intangibility - Geists can turn unsolid at will. In this state the character is immune to Fatigue, Poisons, Gases, Drugs, Disease, and any physical attack. Finally the character doesn't age, he's dead. Additionally Geists start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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Ability | Cost | Notes |
Fear | 10 | While intangible the character can instil fear in others through eye contact or within a 5 metre radius +5 metres per level. Victims who fail to save vs Willpower break down, start crying and beg for mercy until the power is turned off. From third level on the fear attack also causes the victim to vomit until the attack ceases. The base victim save is -1 per WIS of the user, +1 every 2 levels. |
Natural Mana | 10 | +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. |
Nightvision | 5 | While intangible the character can see in absolute darkness at a distance equal to his normal sight. |
Reduced Sleep | 10 | The Geist needs one hour less normal sleep per 5 CON. |
SAN Bonus | 10 | +1 Sanity save at levels 2, 5, 9, 11, 13 and 17. |
Telekinesis | 5 | While intangible the character can handle material objects without having to make direct or indirect physical contact (pushing or blowing for example). He can perform any action that could be accomplished using normal strength. Line of sight range. Can move up to 20kgs (+1 per level) per WIS or push/punch with STR 2 per WIS. The character's punch can be augmented telekinetically to do +1 damage per 4 WIS. Additionally it can be used to block blows and projectiles by making a successful parry roll. Finally telekinesis can be used to levitate the character up to WIS x2 metres (+2 metres per level), and fly at a rate of WIS x3kph (+3kph per level). This power doesnt work when solid. |
Sense Hidden | 5 | While intangible the character gains +1 per 5 INT to detect a hidden object, door, person, etc. |
Weakness | 5 | While intangible the character can see decay wherever they look; a wall showing signs of filth and disrepair, statues crumbling, and people close to death have a corpselike pallor. A character can use this ability to gain insight into an object’s weak points or a living person’s general health. |
Willpower Bonus | 10 | +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. |
Witch Sight | 5 | While intangible the character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful. |
Step 5: Classes | ||
Any, but a Clairvoyant, Medium or some form of ghostbuster tend to be more favoured. |