GHOSTS

STR: 7 DEX: 12 CTRL: 15
HP: 8
Chilling Touch (d4 Stress)

  • Incorporeal: Ghosts cannot be damaged by conventional weaponry. Directly engaging a Ghost requires otherworldly means such as Resonant Artifacts, Rituals, and Fallout, or holy water, salt, and holy symbols.
  • Haunting: Ghosts are able to possess inanimate objects and people, allowing them to move and manipulate the environment. During a possession, the Ghost’s victim or object can be damaged with conventional weaponry, expelling the entity after taking Critical Damage.
  • Flashback: The Ghost reaches out with a chilling touch. The target must make a CTRL Save or take d6 Stress as they relive the Ghost’s death.

Ghosts are the incorporeal spirits left behind after a person or creature died. Echoes of what they once were, their form varies from wisps and impressions of their former selves to incorporeal presences, with some twisting into horrifying entities that prey upon the living.

FALLOUT: HAUNTED
A spectral being has deemed you a worthy host and has formed a “connection” with you. Otherwise incorporeal spirits become visible to you. +1 Stability.

Variants

  1. Torment: Their form appears in agony, moaning and wailing, lashing out at the living.
  2. Victim: Their form reveals the gruesome manner in which they died.
  3. Black shadow: A tall blur of darkness, humanoid in nature but with indistinguishable features.
  4. Shroud: Draped in a white sheet or wearing a flowing white dress.
  5. Child: Saddeningly young. Often initially calm, but they are moody and unstable, lashing out at perceived slights.
  6. Animal: The impressions of a creature or strange entity. An embodiment of pure instinct.

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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen