Poltergeists
Poltergeist (Small)
  Ghost
  v2.0
Description
A weapon which is animated by a dark spirit, usually it's former owner still clinging on to this plane. They often have died violent deaths and bear a gruge against the world.

Poltergeists often come in groups and haunt or guard places such as old battlefields and other abadonded places. Poltergeists are foremd from the enrgy of death and are often associated with Morgeth.
Hitbox
1S: Item
Poltergeist (Small)
Normal
Str
1
Fort
1
Endr
2
Agl
4
Dex
4
Sense
0
Cha
0
Int
0
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Halbred
Float: 3
DR1
0
H
H
H
3
0
Stamina
-
Dash   
Endr
+
Agl
Active
6
D
Dodge   
Agl
+
1
D
Defend
5
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
--
Abilities/Skills
Can be any number of small objects. Ex: Boxes, Mugs, Shields, etc. Usually constrained to a given area to defend or haunt. Will attack until enemy is dead, are destroyed, or target leaves area of effect.
Physique
Inanimate (Immune to Stress, Air Loss, Bleeding, etc.)
Rush
Active
Move Pace + 5
D
=
Agl
+
1
D
Spaces.
Smash
Active
Strike 
1
S
+
4
D
=
Dex
Bash
1
S
+
4
D
=
Str
+
3
D
Extra Damage: Add 1
S
+3
D
Dmg. Item takes 1
S
+3
D
Dmg.
Poltergeist (Large)
  Ghost
  v2.0
Description
A weapon which is animated by a dark spirit, usually it's former owner still clinging on to this plane. They often have died violent deaths and bear a gruge against the world.

Poltergeists often come in groups and haunt or guard places such as old battlefields and other abadonded places. Poltergeists are foremd from the enrgy of death and are often associated with Morgeth.
Hitbox
1S: Item
Poltergeist (Large)
Normal+
Str
3
Fort
2
Endr
2
Agl
1
Dex
2
Sense
0
Cha
0
Int
0
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Halbred
Float: 2
DR1
0
H
H
H
8
0
Stamina
-
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
--
Abilities/Skills
Can be any number of small objects. Ex: Boxes, Mugs, Shields, etc. Usually constrained to a given area to defend or haunt. Will attack until enemy is dead, are destroyed, or target leaves area of effect.
Physique
Inanimate (Immune to Stress, Air Loss, Bleeding, etc.)
Weak Area: Add 2
S
Dmg.
Rush
Active
Move Pace + 2
D
=
Agl
+
1
D
Spaces.
Smash
Active
Strike 
1
S
+
2
D
=
Dex
+
1
D
Aplies 2
S
+
7
D
=
Str
+
4
D
Collision Dmg.
Extra Damage: Add 1
S
+5
D
Dmg. Item takes 1
S
+5
D
Dmg.
Poltergeist (Weapon)
  Ghost
  v2.0
Description
A weapon which is animated by a dark spirit, usually it's former owner still clinging on to this plane. They often have died violent deaths and bear a gruge against the world.

Poltergeists often come in groups and haunt or guard places such as old battlefields and other abadonded places. Poltergeists are foremd from the enrgy of death and are often associated with Morgeth.
Hitbox
1S: Weapon
Poltergeist (Weapon)
Hard
Str
2
Fort
1
Endr
2
Agl
3
Dex
4
Sense
0
Cha
0
Int
0
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Sword
Float: 3
DR2
0
H
H
H
5
0
1S: Halbred
Float: 3
DR1
0
Stamina
-
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
--
Abilities/Skills
Will be one of the weapons below. Usually constrained to a given area to defend or haunt. Will attack until enemy is dead, weapon is destroyed, or target leaves area of effect.
Physique
Inanimate (Immune to Stress, Air Loss, Bleeding, etc.)
Rusty Sword
Edged Weapon
DR
1
Absorb
All
Dmg
/3
Brk
/2
Slash
Active
Strike
1
S
+
5
D
=
Dex
+
2
D
Bypass
4
D
Dex
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Rusty Halbred
Spear
DR
2
Absorb
All
Dmg
/2
Brk
/2
Slash
Active
Strike 
1
S
+
5
D
=
Dex
+
2
D
OR
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 1 6 Dmg: Sever
OR
Pierce
1
S
+
4
D
=
Str
+
2
D
Pin 1
D
, Threaten
:
+1
S
Bypass
4
D
Dex
OR
Bash
2
S
+
4
D
=
Str
+
2
D
ArPen 2
, 6 Dmg: Break
Ghosts
Wraith
  Ghost
  v2.0
Description
A ghosty presence clinging to this plane through pain and hate. They tend to be drawn or connected to places with a dark history, and will attack those who come within their reach. They also sometimes act a servants, often unwillingly, to some dark wizards or the power of Morgeth.
Hitbox
1S: Apparition
Wraith
Hard
Str
2
Fort
1
Endr
2
Agl
3
Dex
3
Sense
2
Cha
0
Int
2
Spirit
3
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Float: 4
DR1*
7
H
H
H
0
0
Stamina
4
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Use Claws to attack and Screech drain their Target's Stamina. Will use Regenerate when at low health.
Physique
*Spectral Body: DR1 against all Dmg other than Light and Energy.
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
May move through matter/Characters as Slow 1.
Claw
Active
Strike 
1
S
+
5
D
=
Dex
+
2
D
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Regenerate
Full
3
D
Spirit
1S: Remove 1 Harm.
Screech
Free
Target Resist 2 Terror w/
Spirit
.
Spirit
  Ghost
  v2.0
Description
A ghosty presence, an ethereal point of light. Thier connect to the world is transient. Passing through walls, aimlessly wandering, found in heavy fog, deep forests, swamps, and graveyards often seen in areas that have seen lots of death, like old battlefields or shrines of Morgeth.
Hitbox
1S: Apparition
Spirit
Normal
Str
0
Fort
0
Endr
4
Agl
3
Dex
2
Sense
2
Cha
0
Int
1
Spirit
4
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Float: 2
DR1*
6
H
H
H
0
0
Stamina
3
Dash   
Endr
+
Agl
Active
7
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
1
D
Abilities/Skills
When at range Zap, and move closer to target. Then Enter target and attempt possesion.
Physique
*Spectral Body: DR1 against all Dmg other than Light and Energy.
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
May move through matter/Characters
Light Weaknees +1
S
to turning actions aginst Spirit
Zap
Full
Proj 
1
S
+
4
D
=
Dex
+
2
D
Spirit
1
S
+
4
D
=
Spirit
Terror 2 w/
Spirit
+
1
D
Ether Body
Free
-1 Stamina, +1 Harm
Incorporeal
Free
Turn Invisible, +2
S
Dodge this round. Reapear in 3
D
rounds, at random location. Can only Breath/Recover
Possession
Active
Once Possession attempt has been started, it must be done every round.
6
D
=
Spirit
+
Sense
vs
Target's
Spirit
+
Int
Lose: use
+

Win 1S: Prevent Targets Actions.
Win 2S: Enter Target. May Control Possessed Target starting next round. Can't be hit with physical attacks.
Possessed Target: Every Round: Resist 1 Dread w/
Spirit
+
1
D
. Can't choose Actions.
     
Spirit
+
1
D
1S: Spirit Loses 1 Stamina 2S: Make actions
6 Only
Control Possessed Target
Full
Preform simple Action (Attack,Dodge,Move). If out of Stamina exit the body. Ignore Target's Weak Status.
Shade
  Ghost
  v2.0
Description
A ghosty presence, a shadow of a person. Thier connect to the world is transient. Rarely seen, when they are glimpsed its only an humoid shadow on the wall. There presense and malice can be felt.

Stalks dark halls, haunting a small area/house. Found at places of grissly murders, or Rituals to Morgeth.
They are a formitable presence that must be excised for the living to be free of torment.
Hitbox
1S: Apparition
Shade
Dire
Str
2
Fort
0
Endr
1
Agl
2
Dex
2
Sense
1
Cha
0
Int
1
Spirit
3
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Pace: 3
DR2*
4
H
H
H
1
0
Stamina
4
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
6
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
1
D
Abilities/Skills
Lurks in the shadows unnoticed doesn't like to start fights unless prevoked. When prevoked will jump scare. Will try and single out a target rend soul. Loses intrest in fight easily.
Physique
*Spectral Body: DR2 against all Dmg other than Light and Energy.
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
Invisible in darkness, Casts a shadow.
Light Weaknees +2
S
to turning actions aginst Spirit
Scare
Free
Cone 
1
S
+
4
D
=
Spirit
Terror 3 w/
Spirit
+
1
D
Slash
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Bypass 6
D
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Rend Soul
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
2
S
+
4
D
=
Spirit
+
1
D
1S:1 Dread Resist w/
Spirit
+
1
D

Bleed 3
2
D
Chance to inflict Rend Soul Curse
Info:
Rend Soul
Curse
You have an black everlasting wound on your torso.
Once per day Gain 2
D
Torso Rend Bleed damage, can go into Harm and doesn't go way after combat.
All Rend Bleed damage can be removed like wounds.
To remove Rend Soul Curse, a priest must patch your wound with the Ichor of the Gods, ussually requring a ritual at an alter as close as you can get to the heavens.
Banshee
  Ghost
  v2.0
Description
This lonely ghost can be heard wailing in the middle of the night. Thier screams are said to have magical properties. Banshees are offten heard long before being seen.

Hitbox
1S: Apparition
Banshee
Hard
Str
0
Fort
2
Endr
2
Agl
2
Dex
2
Sense
2
Cha
2
Int
2
Spirit
5
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Float: 4
DR1*
8
H
H
H
1
0
Stamina
8
Dash   
Endr
+
Agl
Active
7
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
1
D
Abilities/Skills
When
Physique
*Spectral Body: DR1 against all Dmg other than Light and Energy.
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
May move through matter/Characters easily
Light Weaknees +1
S
to turning actions aginst Spirit
Wailing Shriek
Full
All in
Terror 3
S
+
5
D
Spirit
w/
Spirit
+
1
D
Incorporeal
Free
Turn Invisible, +2
S
Dodge this round. Reapear in 3
D
rounds, at random location. Can only Breath/Recover
Shrill Shriek
Free
All in have
6 Only
Fly Through
Active
Bleed 3, Stress 1
S
+
5
D
Spirit
w/
Spirit
+
1
D
Long Wail
Full
Line
Bleed 4 Stress
5
D
Spirit
w/
Spirit
+
1
D
, if target failed to resist Stress, can't Act.
Revenant
  Ghost
  v2.0
Description
The rattle of chains, flashes of light and fire. Thier screams ring out. Phantoms are damned spirits that have broke free of morgeths grasp.

Hitbox
1S: Apparition
Revenant
Dire
Str
3
Fort
3
Endr
2
Agl
2
Dex
2
Sense
2
Cha
2
Int
2
Spirit
5
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Float: 3
DR1*
8
H
H
H
6
4
Stamina
6
Dash   
Endr
+
Agl
Active
7
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
1
D
Abilities/Skills
Whip and Phantasmal Chains everyone. When its close to Morgeth's Damnation will open Morgeth's Phantasmal Flaming Maw.
Physique
*Spectral Body: DR1 against all Dmg other than Light and Energy.
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
Light Weaknees +1
S
to turning actions aginst Spirit
:
May do a second Full/Active Action.
Wailing Shriek
Free
All in
Can use once per Combat.
Terror 3
S
+
5
D
Spirit
w/
Spirit
+
1
D
Chain Whip
Active
Proj, (Ignore walls)
1
S
+
4
D
=
Dex
+
2
D
Spirit
2
S
+
5
D
=
Spirit
ArPen 2
, Bleed 2
Phantasmal
Chains
Active
Proj, (Ignore walls)
1
S
+
4
D
=
Dex
+
2
D
Body area becomes Chained by ethereal chains. Deals 2
D
Dmg per turn.
Target
Str
+
Spirit
2S Escape.
Chain Drag
Active
All chained targets: Terror 1
S
+
5
D
Spirit
w/
Spirit
+
1
D

Pull targets in any direction
2
D
Int
Plus 1
S
per chain attached, Spaces. Resist w/
Str
+
Endr
Morgeth's
Phantasmal
Flaming Maw
Full
Open a maw in reality connecting to the world of spirits.
Place a Maw down on a hex, within 3 Hexes.
Every turn Characters on a Maw, Buring 1 on Random Body Area. Resist Dread 1
S
+
5
D
Spirit
w/
Spirit
+
1
D
Morgeth's Damnation
Free
First time Banshee takes wounds, recover all stamina
Remove 3
S
+
4
D
=
Fort
+
2
D
harm,
Attack all Characters within with Phantasmal Chains.
Harbinger
  Ghost
  v2.0
Hitbox
1S: Apparition
Description
Extremely powerful spirirts that roam this plain, often seeking and collecting souls for their own ends. They can be the former servents of a powerful necromancer, or those cursed for their use of exremely dark magic. They will not only seek to defeat those they come in contact with but collect their souls as well. Overall these creatures are extremely dangerous and should only be faced by those well prepared.
Harbinger
Epic
Str
3
Fort
4
Endr
3
Agl
3
Dex
3
Sense
4
Cha
4
Int
3
Spirit
4
Stamina
7
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
4
D
Recover
Fort
+1
D
Free
4
D
Body Area
Armor
Harm
Wound
Harm
Crit
1S: Apparition
Pace: 3
DR1*
20
H
H
H
0
0
Abilities/Skills
Will use Dark Sword as the primary attack while charging up for Umbra Abilities w/ Dark Channel.
Drop: Cursed Blade.
      Long Sword with
ArPen 1
,
+
1
D
to Hit,
+
1
D
to Dmg, +1 Bleeding, and +1
DR
.
     
+
1
D
Dread each Day it is carried.
Physique
Spectral (Immune to Stress, Air Loss, Bleeding, etc.)
May move through matter/Characters as Slow 1.
Mount
May Mount/Unmount Spectral Horse as Active Action.
While Mounted it's Pace is 6, but cannot use Umbra Actions other than Phase.
Consecrated
Ground
May fight near Consecrated Ground. This is ground either blessed by Azeal or similar entity or similar protections.
If in Consecrated Ground, Harbinger has no DR and attack against do +1 Damage.
Abilities/Skills
Dark Sword
Edged Weapon
DR
*
Absorb
All
Dmg
/4
Brk
/3
Slash
Active
Strike
1
S
+
5
D
=
Dex
+
2
D
Slash (Corruption)
ArPen 1
*
2
S
+
5
D
=
Str
+
2
D
Umbra 2
Dark Slash
Active
Strike
2
S
+
5
D
=
Dex
+
2
D
Slash (Corruption)
ArPen 3
*
3
S
+
6
D
=
Str
+
3
D
Block
Defend
Block
6
D
=
Dex
+
3
D
Corruption: Dmg caused by Corruption should be marked with a 'C' can only be removed as Wounds.
Corruption Sickness: Caused by 7 or more Corruption.
     
+
1
S
+
2
S
Illness every Day until having less that Corruption.
*Energy Blade: Can only be Damaged by Light Energy Attacks.
ArPen
does not effect Blessed Armor.
Umbra
Regenerate
Free
8
S
+
4
D
Spirit
Lose 1 DR. 1S: Remove 1 Harm.
Death Screech
Active
All Targets in Resist 2 Stress w/
Spirit
.
For each point not Resisted gain +1
Umbra
.
Dark Channel
Free
4
D
Spirit
:
+
2
D
(Twice)
1S: +1
Umbra
.
Umbra 2

Dark Freeze
Free
Contest:
4
D
Spirit
+
4
D
Cha
Win: Target is in Dark Freeze 3
S
+
3
D
.
Dark Freeze: Cannot Move or Act.
      Resist 2 Terror w/
Spirit
each Round.
      Remove w/
Spirit
+
1
D
.
Umbra 1

Dark Pull
Free
Contest: 3
S
+
4
D
Spirit
vs Target
Str
For each Success over Pull Target toward you 1 Space.
Umbra 1

Dark Mist
Free
Cricle has Visibility 1 for remainder of Combat.
Enemies inside Mist must Resist 1 Terror w/
Spirit
.
Umbra 3

Stare of a
Thousand Dead
Grapple
3
S
+
4
D
Spirit
Target Resist 6 Mind Control w/
Spirit

For each Mind Control get +1 Dread.
Mind Control: Remove Free
Spirit
.
Harbinger controls you. You are uneffected by Weak.
Ghost / Cursed Pirates