Miridon Hunters RPG
 
 

Chapter 7: Ghost Rules


Ghost HP:


On top of their [Physical HP], each character also has a [Ghost HP]. This represents the number and strength of the ghosts that are currently possessing the user.


This encompasses two stats, [Maximum Ghost HP] and [Current Ghost HP].


[Maximum Ghost HP] is the number and strength of the ghosts currently bonded to the user. This number is what your [Current Ghost HP] will increase to whenever you cast the "Gather Ghosts" spell. The idea behind this is that even when ghosts are sent to perform spells, they always will have a home in your body. This number can increase or decrease in several ways:


If you are the target of a ghost's "Possession" attack, and fail or forgo a resistance roll, you will automatically have your [Maximum Ghost HP] increased by the amount dictated by the "Possession" spell. This will also increase your [Current Ghost HP].


You can willingly perform a ritual to be possessed by more ghosts. This requires a puzzle weapon containing the appropriate amount of ghost HP. This will also increase your [Current Ghost HP].


If you are hit by a puzzle weapon, your [Maximum Ghost HP] is decreased by the amount of puzzle damage inflicted by the puzzle weapon. This damage cannot exceed the storage capacity of the puzzle weapon or your [Current Ghost HP]. This will also reduce your [Current Ghost HP]. Said weapons can be used in later rituals, but the same rules apply.



[Current Ghost HP] is the number and strength of the ghosts currently contained within your body. This number fluctuates much faster than maximum ghost HP, as it is used to fuel spells. Using the "Gather Ghost" spell will increase your [Current Ghost HP] to the value of your [Maximum Ghost HP]. On top of the changes caused when the [Maximum Ghost HP] changes, this number can increase or decrease in several ways:


When you are hit with a glass weapon (or other dispersing weapon), your [Current Ghost HP] will be decreased by the amount of dispersal damage from the weapon. [Current Ghost HP] can only be reduced to 0 in this manner.

When begin casting a spell, your [Current Ghost HP] will be decreased by the amount of ghost HP that you invest into the spell. This ghost HP is lost even if you cancel casting the spell.

When you cast the spell "Gather Ghosts", your [Current Ghost HP] will be increased to the value of your [Maximum Ghost HP].

If you don't perform "Gather Ghost", your [Current Ghost HP] will recover by 1 point per hour until it reaches the value of your [Maximum Ghost HP]. Every time it increase can lead to an insanity roll.



Insanity:


Most Miridonians do suffer from minor possession, but they are able to retain their sanity. However, when there are a large number of ghosts possessing a weakened individual, the individual has a chance to go insane, mutate, or even die.



When a character's [Current Physical HP] is less than their [Current Ghost HP], they must make an insanity roll on the below table. This roll happens whenever the character's [Current Physical HP] lowers or their [Current Ghost HP] increases.



There multiple reasons a character needs to make an [Insanity] roll:



The character's [Current Physical HP] is reduced.

The character's [Maximum Ghost HP] is increased with [Possession].

The character's [Current Ghost HP] is increased with [Gather Mist].



If these conditions are met and [Current Physical HP] is greater than [Current Ghost HP], then they roll to get their [Insanity] roll:



[Insanity] roll result = [Current Ghost HP] - [Current Physical HP] + 3d6



Note: The [Resist Insanity] skill treats the [Current Physical HP] as higher both to check if [Current Physical HP] is greater than [Current Ghost HP] and to calculate the [Insanity] roll



After rolling an [Insanity] roll, the look up the roll on this table and take the appropriate effect:


Table 7.1 - Insanity Roll Effects:
Insanity RollEffectSeverity
10 or lessNone 
11Phobia1
12Spell Drain1
13None 
14Minor Insanity1d6
15Increase Roll1d6
16None 
17Phobia1d6
18Stun1
19Mutant Transformation 
20Increase Roll2d6
21None 
22Spell Drain30
23None 
24Minor Insanity2d6
25Increase Roll3d6
26Mutant Transformation 
27Phobia2d6
28Stun2
29Disruption1d6
30Increase Roll2d6
31Mutant Transformation 
32Spell Drain50
33Possessed1
34Vanity Transformation 
35Increase Roll1d6
36Mutant Transformation 
37Hardened1
38Stun3
39Disruption2d6
40Increase Roll2d6
41Mutant Transformation 
42Spell Drain70
43Possessed1
44Vanity Transformation 
45Increase Roll1d6
46Mutant Transformation 
47Hardened1
48Unconscious 
49Disruption3d6
50Increase Roll3d6
51Vanity Transformation 
52Spell Drain90
53Possessed1
54Spell Backfire1
55Increase Roll1d6
56Vanity Transformation 
57Hardened2
58Unconscious1d6
59Husk Transformation 
60Increase Roll2d6
61Vanity Transformation 
62Spell Drain110
63Possessed1
64Spell Backfire1
65Increase Roll1d6
66Vanity Transformation 
67Hardened2d6
68Unconscious2d6
69Husk Transformation 
70Increase Roll1d6
71Vanity Transformation 
72Spell Drain130
73Possessed1
74Spell Backfire2
75Increase Roll3d6
76Husk Transformation 
77Hardened3d6
78Unconscious3d6
79Mist Form1
80Increase Roll2d6
81Husk Transformation 
82Spell Drain150
83Possessed2
84Awakened Transformation 
85Increase Roll1d6
86Husk Transformation 
87None 
88Curse 
89Mist Form2
90Increase Roll2d6
91Husk Transformation 
92Spell Drain170
93Possessed2
94Awakened Transformation 
95Increase Roll1d6
96Husk Transformation 
97Dematerialize 
98Dematerialize 
99Awakened Transformation 
100 or moreDematerialize 



None:
The character suffers no effects.


Increase Roll:
Add [Severity] to the current [Insanity] roll. Take the new effects.


Phobia:
The character gains a phobia for [Severity] days.  The phobia is dependent on the current situation of the character.  The phobia is decided by the GM.  While in the presence of the phobia, 
any [Defensive Charisma Roll] rolled by the character is reduced by 5.


Minor Insanity:
The character gains a minor insanity for [Severity] days. 
The minor insanity is decided by the GM. 
Any [Defensive Charisma Roll] rolled by the character is reduced by 5.


Curse:
Seemingly no effect. 
The character is now cursed. 
The GM can decide the manifestation of the curse at a future time.


Spell Drain:
If the character is casting a spell, the [Spell Ghost HP] is reduced by [Severity].


Disruption:
The character cannot use [Cast Spell] or [Echo Spell] for [Severity] [Action Blocks].


Spell Backfire:
If the character is casting [Elemental Spell], then that spell activates with the caster as the sole target. 
If the character is casting any other spell, then that spell is cancelled. The damage dealt by the spell is multiplied by [Severity].


Stun:
The character takes effects dependent on the [Severity].

If the [Severity] is 1, the character's [Current Speed Points] are cut in half and the character's [Current Strength Points] are cut in half. The result is rounded down.

If the [Severity] is 2, the character's [Current Speed Points] become 0 and the character's [Current Strength Points] become 0.

If the [Severity] is 3, the character's [Current Speed Points] become 0 and the character's [Current Strength Points] become 0. The character also cannot use [Restore Speed Points] or [Restore Strength Points] in the current [Action Block] or the next 1d6 [Action Blocks].


Unconscious:
The character is knocked [Unconscious] for [Severity] hours. 
Restoring the character's [Current Physical HP] will not heal the [Unconscious] state.


Possessed:
The character takes effects dependent on the [Severity].

If the [Severity] is 1, ghosts possess the character.
The ghosts control the character until the character is reduced to 0 [Current Ghost HP].
The ghosts cannot use [Gather Mist].

If the [Severity] is 2, ghosts possess the character.
The ghosts control the character until the character is reduced to 0 [Maximum Ghost HP].
The ghosts can use [Gather Mist].


Mutant Transformation:
The character transforms into a mutant.


Vanity Transformation:
The character transforms into a vanity.


Husk Transformation:
Transform into a Husk.


Awakened Transformation:
Transform into an Awakened.


Hardened:
The character is hardened against mutation. 
For the next [Severity] times that the character suffers from [Mutant Transformation] or [Vanity Transformation], the character takes no effects.


Mist Form:
The character takes effects dependent on the [Severity].

If the [Severity] is 1, every particle of the character's body dematerializes. 
In 24 hours, the character will appear 1d6 miles away from the location that the character dematerialized. 
Roll 65 + 3d6 and the character also takes that effect as an [Insanity] roll.

If the [Severity] is 2, every particle of the character's body dematerializes. 
In 7 days, the character will appear 3d6 miles away from the location that the character dematerialized. 
Roll 75 + 3d6 and the character also takes that effect as an [Insanity] roll.


Dematerialize:
Every particle of the character's body dematerializes into mist. 
The character is dead.

Magic:


Anyone with at least 1 [Current Ghost HP] can use the [Cast Spell] action to begin casting a spell.

The character decides at this time the amount of [Spell Ghost HP] to invest in the spell. The [Spell Ghost HP] must be greater than 0. The [Spell Ghost HP] must be less than or equal to the character's [Current Ghost HP]. The [Spell Ghost HP] of the spell is deducted from the [Current Ghost HP] of the character at this time.

The target of this spell must be decided at this time. The target must be within the range of the spell.

The [Remaining Spell Cast Time] is set to the [Spell Cast Time] of the spell.



After beginning to cast a spell, the [Spell Ghost HP] can now be reduced by actions that interrupt the spell casting process.

If the spell caster receives damage, then the [Spell Ghost HP] is reduced by the amount of damage taken.

If the spell caster performs an action, then the [Spell Ghost HP] is reduced by the sum of the speed points and the strength points that are used to perform an action.

If the target moves out of range of the spell, then the caster can choose to redirect the spell. The [Spell Ghost HP] is reduced by 1 for every 5 feet the trajectory is redirected. The spell cannot be redirected past the maximum range of the spell.



The spell does not activate until the [Remaining Spell Cast Time] is reduced to 0. This can be accomplished by using the [Channel Spell] action.



If the [Spell Ghost HP] is reduced to 0 or less, then the spell is cancelled. No [Spell Ghost HP] is refunded from a cancelled spell. The spell caster can also choose to cancel a spell at any time during casting.



Each spell has a [Subtlety Modifier]. If the character is in [Stealth] or wants to conceal that they are casting a spell with [Veil], then this modifier is added to the [Stealth] or [Veil] roll.



Spells with duration will remain in effect until the duration elapses (or another condition causes the spell to end prematurely).


Spells do not requires a [To Hit] roll in order to affect a target, as they automatically hit the target.

Spell List:


Elemental Spell:
Maximum Range: 60 ft
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -10

Base Effect: Deal 6d6 elemental damage of your choice to a single target. Possible elements include fire, cold, and electricity. [Spell Damage Reduction] reduces this damage.

Offensive Spell Boost: Each rank adds 2d6 damage to spell.
General Spell Boost: Each rank adds 1d6 damage to spell.



Health Recovery:
Maximum Range: 60 ft or Self
Spell Cast Time: 2 [Action Blocks]
Subtlety Modifier: +5

Base Effect: Restore 6d6 health to a single target. This healing works on humans and any possessed objects.

Defensive Spell Boost: Each rank adds 2d6 damage to amount healed.
General Spell Boost: Each rank adds 1d6 damage to amount healed.



Gale Burst:
Range: 45 ft radius
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -15

Base Effect: All other units within the radius of the range of the caster, both friendly and unfriendly, are knocked back 30 feet away from the caster. Should this cause the target to hit a wall or stationary object, the target will take 1 damage per foot left to travel as physical damage. [Physical Damage Reduction] reduces this damage.

Offensive Spell Boost: Each rank adds 5 feet to the distance the the targets are knocked back.



Gather Mist:
Range: Self
Spell Cast Time: 2 [Action Blocks]
Subtlety Modifier: +0

Effect: Recovers all the character’s [Ghost HP]. The [Current Ghost HP] of the spell caster is regenerated to the [Maximum Ghost HP] of the spell caster. If the [Maximum Ghost HP] exceeds the [Current Physical HP], then an insanity check should be made.



Spell Barrier:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +0

Base Effect: Creates a barrier that absorbs 30 spell damage or other elemental damage before breaking.

Defensive Spell Boost: Each rank adds 5 damage to amount of damage the barrier can absorb before breaking.
General Spell Boost: Each rank adds 2 damage to amount of damage the barrier can absorb before breaking.



Physical Barrier:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +0

Base Effect: Creates a barrier that absorbs 30 physical damage before breaking.

Defensive Spell Boost: Each rank adds 5 damage to amount of damage the barrier can absorb before breaking.
General Spell Boost: Each rank adds 2 damage to amount of damage the barrier can absorb before breaking.



Elemental Weapon:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -5

Base Effect: This effect can be placed on either a weapon or a character. If the effect is placed on a character, then the enchantment affects unarmed attacks made by the character.

Enchant a weapon to deal an additional 1d6 elemental damage to any target hit by this weapon. Possible elements include fire, cold, and electricity. This damage is reduced separately than the damage from the weapon attack. [Spell Damage Reduction] reduces this damage. For effects that require more than 0 damage to be dealt by the weapon, if they weapon damage is reduced to 0, but the [Elemental Weapon] damage is greater than 0, then the weapon is considered to have dealt more than 0 damage.

Offensive Spell Boost: Each rank adds 2 damage to spell.
General Spell Boost: Each rank adds 1 damage to spell.



Vampiric Weapon:
Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -5

Base Effect: This effect can be placed on either a weapon or a character. If the effect is placed on a character, then the enchantment affects unarmed attacks made by the character.

Enchant a weapon to heal the wielder for 1d6 damage when they hit a target with this weapon. The attack must deal more than 0 damage.

Defensive Spell Boost: Each rank adds 2 damage to amount healed.
General Spell Boost: Each rank adds 1 damage to amount healed.



Possession:
Range: 60 ft
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +10

Base Effect: The [Spell Power] of this spell is 15d6. If the target has a [Current Physical HP] less than the [Spell Power], then they are possessed. Targets possessed by the spell have their [Maximum Ghost HP] and [Current Ghost HP] both increased by either [Target's Current Physical HP] - [Spell Power] or [Spell Ghost HP], whichever is smaller. This will require the target to make an [Insanity] roll if their [Current Ghost HP] > [Current Physical HP].

Offensive Spell Boost: Each rank adds 4d6 damage to the [Spell Power].
General Spell Boost: Each rank adds 2d6 damage to the [Spell Power].