FrivYeti/PCEGhosts
Back to Power Ceiling
Contents
Ghosts
The spiritual remains of the people of Creation, ghosts are trapped in endless cycles of regret and tied to the world by their inability to let go of their lives. Still, they gather great power on their path through the Underworld.
General Revisions
- Ghosts do not age, but they do become increasingly set in their ways as time goes on. Ghosts cannot exceed 500 XP over whatever their Traits were rated at the time of their deaths.
- Ghosts cannot exceed Essence 5; however, the higher soul of an Exalt who was already Essence 6 or above may keep their heightened Essence rating; they enter the Underworld with an Essence rating one dot lower than their Permanent Essence in life, as per the rules in Roll II. In addition, the ghosts of Charm-users begin their afterlives with one Arcanos Charm for every Charm or sorcery spell that they previously possessed. They also retain access to their Terrestrial Martial Arts, and their Celestial Martial Arts up to Form Charms (other Charms are traded off as usual). Necromancy may be kept, but causes a ghost to be vunerable to the Whispers of Oblivion. There is no way to avoid this difficulty save for simply passing into Lethe to begin with.
- Ghostly crafts are removed. Jadecrafting uses normal Crafts for the object being created (usually Fire or Air), Necrosurgery functions as per the Abyssals manual. Soulforging uses the rules for Soulsteel Forging, below. Finally, there is a single new Craft - Craft: Underworld. This Craft covers all references to Moliation and Pandemonium, and any other ghostly corpus-crafting that might come up. It is sometimes used by living necromancers as well as ghosts, for the purpose of reshaping ectoplasm.
Charm Revisions
- Ghosts cannot learn spirit Charms.
- Ghosts can learn the First Excellency. They may spend two motes per die added, to add dice up to the Virtue related to the Ability in question, as listed below. They cannot learn any other Excellencies.
- Compassion: Awareness, Crafts, Linguistics, Medicine, Ride, Survival
- Conviction: Bureaucracy, Larceny, Performance, Presence, Socialize, War
- Temperance: Integrity, Investigation, Lore, Occult, Resistance, Sail, Stealth
- Valor: Archery, Athletics, Dodge, Martial Arts, Melee, Thrown
- Even if a ghost is above Essence 5, Arcanoi stop at Essence 5 and cannot be increased above it. Ghosts do not develop Elder Charms for their Arcanoi.
- (Noble Craftsman Ways) Soulsteel Shaper: As any being capable of working Essence is a supernatural aide, this Charm is removed. Any Charms requiring it as a prerequisite require Soulsteel Scream instead.
- (Noble Craftsman Ways) Soulsteel Forging: This Charm allows a ghost to actually soulforge their fellows, as per the Abyssal Charm Soul-Forging Fury.
Hungry Ghosts
The furious remnants of souls brutally slain or bodies desecrated, hungry ghosts have the potential to be immensely dangerous. They are cunning and animalistic beings that hunt those who might have wronged them.
General Revisions
- Hungry Ghosts mostly follow the limits laid out in the necromantic spell Links Born Of Tumult, with two exceptions. If the Exalt who died had an Essence Rating above 5, every two dots above five only count as one dot when calculating the hungry ghost's stats (Essence 6-7 becomes Essence 6, Essence 8-9 becomes Essence 7, and Essence 10 becomes Essence 8). Furthermore, the hungry ghost only has the deceased's Abilities if they are higher than those of a normal hungry ghost. Hungry ghosts, even those with Intelligence scores above 1, remain animalistic; however, they become cunning and tactical monsters capable of leveraging their understanding to become better killers.
Charm Revisions
Hungry ghosts do not typically know Charms. However, hungry ghosts of powerful Exalts may show hints of the Exalts' original Charms in battle. For every five Charms that an Exalt had in an Ability (round up for 4, down for 3 or fewer), the hungry ghost will know one (as long as she meets its prerequisites). Hungry ghosts use ghostly die caps, rather than those of their former selves. Hungry ghosts never display comboes, sorcery, or necromancy.
Deathlords
The greatest servants of the Neverborn, the Deathlords are almost godlike in their power, drawing vast amounts of power in order to throw all of Creation into the Void.
General Revisions
- Deathlords are able to raise their Essence scores using the power of the Neverborn, and as such all of them have Essence ratings of 9 (the highest that they can reach). They also retain the Attributes and Abilities they had at the time of their deaths, and add to them with experience as usual. All Deathlords have Occult at 5 or better.
- Deathlords have access to Abyssal Charms of up to Essence 4 for their Caste and Favoured Abilities, and up to Essence 3 for their other Abilities. They can learn both Terrestrial and Celestial Martial Arts, as well as Terrestrial Circle Sorcery (and Celestial Circle Sorcery if they favor Occult), and all three Circles of Necromancy regardless. They can learn any Arcanoi as well. Deathlords build Comboes as Exalts. Deathlords cannot use Solar Charms, nor can they gain access to the most powerful Abyssal Charms in existance. Most Deathlords do have access to all Abyssal Charms and Arcanoi that they meet the prerequisites for, two to three Martial Arts styles, dozens of sorcery spells, and scores of necromantic spells.
- Deathlord Essence pools are those of a normal ghost, with Abyssal mote enhancers added to them.
Charm Revisions
As Deathlords use the Charms of other beings, they follow such beings' revisions. However, Deathlord-specific powers are laid out below.
- Deathlords develop two Elder Charms for each dot of Essence past five, as per usual. These Charms may be either Arcanoi or Abyssal Charms - Essence 6 or 7 Deathlord Charms may replicate Essence 5 Abyssal Charms, while Essence 8 or 9 Deathlord Charms may replicate Essence 6 Abyssal Charms. Finally, all Deathlords possess the Charm "Master Of Death" as one of their two Essence 9 Elder Charms. It provides them with the four Deathlord-specific abilities listed below:
- Command of the Dead, Eyes Of Oblivion, Mutable Form: These powers are as written in the Manual of Exalted Power: Abyssals.
- Feed On The Dead: This power affects only ghosts who have the Whispers Background.