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CHAPTER THREE: GHOSTWALKERS


               Resistance to damage. Ghostwalkers can resist damage   The problem lies in power level, and the effect a Sin-Eater
              by spending  Willpower to  make  their  ectoplasm fill   can have on a ghost story. Sin-Eater abilities that involve ghosts
              wounds.  This  causes  a  visible,  smoky  white  effect.   are nothing short of remarkable. Any ghostwalker can trivialize
              Damage stopped by ectoplasm is not gone, but is filled   even the best-planned chronicle once she gets involved with a
              in and does not cause a wound penalty. This damage   ghost story. Ghostwalkers also tend to be very powerful, more
              can be overridden by other types of damage, and the   than most hunters. A  power  discrepancy will  be  apparent
              same health level cannot be stopped by ectoplasm twice.   between  third-tier hunters and  Sin-Eaters,  even  more  than
              At the end of the scene, damage filled with ectoplasm   other World of Darkness games.
              becomes Bashing.  By  spending 1  Willpower Point, a   The question is how to make it work. And, the answer is
              ghostwalker can  fill in all  health levels  from a  single   carefully. A Storyteller can use Plasm management to keep Sin-
              attack with ectoplasm, subject to the above limits.  Eaters somewhat in check, since it’s not the easiest resource to
                                                               find, and many Sin-Eater powers, including all their strongest
               Restore Willpower.  A  ghostwalker can  restore   ones, require Plasm in large amounts. If she wishes to tinker
               Willpower by drawing ectoplasm from haunted places,   with systems, a Storyteller could allow Sin-Eaters to hold less
               or consuming fallen ghosts. Drawing ectoplasm from a   Plasm per Psyche  dot, more  in line  with  other supernatural
               haunted location restores one to five Willpower Points   creatures, or disallow certain Manifestations, such as Boneyard,
               depending  on  intensity of  the haunt, and  consuming   which exacerbates the power difference.
               a ghost restores an amount equal to the ghost’s health   Ultimately, combining Hunter and Geist can work, but
               track. Resolving a ghost so they pass on into peace will   first and foremost it would  require  buy-in  from the players,
               restore all Willpower for any ghostwalker involved.
                                                               and preparedness from the Storyteller. It is as difficult from
               Affect Ghosts.  Ghostwalkers  can bleed  ectoplasm   a mechanical perspective as it is easy from a story perspective.
               onto a ghost to make it aware of its surroundings, and   The group must decide if the fun of exploring such a union is
               cognizant of its situation. This lasts a scene and costs a   worth the trouble the power disparities may bring.
               point of Willpower.                                 If not, Geist could still be usable for short encounters to
                                                               flesh out a hunt that  involves a ghostwalker.  And,  Geist or
               Open Avernian  Gates. The haunted  can  also  bleed   Hunter players may want to try walking in the other’s shoes
              ectoplasm onto the Avernian Gates to open them. To   for a while. The only difference being that hunters are better
              do so costs a point of Willpower.                organized, and each compact and conspiracy offers a unique
                                                               perspective on the haunted, one that may put both groups at
               Ghostly Senses. Ghostwalkers can see and hear ghosts   odds with one another.
              at all times, and can physically interact with them for
              a scene by spending Willpower. They can also sense a
              ghost’s use of powers, and see the Avernian Gates. The                 Compacts
              haunted cannot ignore ghosts without concentration.

               Assess  Mortality. When a ghostwalker looks  at any             Ashwood Abbey
               human, she can see if that person is going to die soon,
               and get an idea of his general health at a simple glance.   Ghostwalkers present a moral dilemma for Ashwood Ab-
               Dead creatures, like vampires and zombies, are obvious   bey. Compared to nearly any other monster they encounter, the
               to the haunted.                                 haunted really know how to party. Their resilience allows some
                                                               of them to enjoy incredible drug-fueled parties that would kill
               Enhance Dread Powers. Ghostwalkers can use objects   any normal human. Most importantly, though, revenants seem
               linked to sites where death is present to enhance their   to have a fun approach to the world. They speak of living life
               Dread  Powers.  A kitchen knife used  in a murder, for   and having fun — everything the Abbey doesn’t expect a death-
               example, can be used to enhance a Dread Power to kill   oriented creature to do.
               — usually by adding dice to use it. Add between 1 and 3   On the other hand, ghostwalkers are also interesting to
               dice, depending on the raw amount of death associated   hunt. They can come back from the dead and be hunted again.
               with  the item. Something  close  by when a  murder   They can also take enormous amounts of punishment, prolong-
               happened is +1, a murder weapon might be +2, whereas   ing a hunt, and their tendency to bleed ectoplasm makes for
               an item used repeatedly in a serial killing might be +3.   one hell of a show. Assuming a hunter knows where they are —
               Reading  about  these ghostwalker abilities  may  tempt  and if he can isolate them and ensure there’s no ghosts around
            Storytellers to cross Hunter and Geist over more directly, possibly  to help — ghostwalker powers are more like fighting a werewolf
            even in a shared  chronicle. Thematically, this is very sound;  than anything else.
            Sin-Eaters (e.g. what a hunter refers to as a “ghostwalker”) are   Unfortunately, the Abbey hasn’t gotten the hint that ghost-
            essentially hunters in a ghost story. They are far better prepared  walkers are exceptionally dangerous. Killing one and keeping it
            for dealing with ghosts, and can add elements to a ghost story  around to hunt again when it rises from the dead may sound
            that are nearly impossible to do with mortal hunters.  like a good plan, but just about the time it does return to life



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