Ghost · Consequences
When you first take this insert, choose 1. Choose another whenever a move tells you to do so.
BODYSNATCHER When you possess an unconscious or willing person, lose 1d4 HP and control their actions. Use your stats and moves for any actions they take while under your control. When you force your host to do something contrary to their instinct or something that they find abhorrent, roll +CHA: on a 10+, they do it anyway; on a 7-9, they pick 1:
- They resist that action, and you'll never be able to force them to do it or anything similar, but you otherwise remain in control
- They do it, but it costs you—lose 2d4 HP
On a 6-, they force you from their body and you mark a consequence. You'll never be able to possess them again. When your host takes damage, you lose an equal amount of HP. If your host dies while you still have HP, you can keep them alive until your possession ends.
BREAKDOWN You lash out in an unthinking, unfeeling rage that lasts until the next sunrise. Ask the GM what snippets you remember.
- UNSTABLE (Requires Breakdown) You are prone to episodes of unthinking, unfeeling rage (as per Breakdown). When you roll a 6-, the GM can choose to have you enter such a rage.
DISTURBING Your presence (even unseen) disturbs beasts and children. The air around you is notably cooler, especially when you manifest. When you use intimidation and your disturbing presence to Persuade, you have advantage.
OTHERWORLDLY When you manifest a ghostly form, strange things happen: statues weep, rocks bleed, plants wither, water pools on ceilings, etc.
POLTERGEIST (Fury tracker: 4) When you get angry, lose 1d4 HP and hold that much Fury. Spend Fury, 1-for-1, to:
- Shatter, break, or destroy a number of small mundane objects, or one big object.
- Hurl an object at someone and roll +DEX: on a 10+, deal your damage (forceful); on a 7-9, deal your damage (forceful) but lose 1d4 HP.
- Attack someone with telekinetic force and roll +INT: on a 10+, fling them to a place you can see and pin them there, spending 1 HP each time they make a committed effort to break free; on a 7-9, as 10+, but you also lose 1d4 HP.
QUARRY The Pale Hunter has caught your scent. Expect a visit, soon.
SPECTER When you terrify a living person, someone who is unconnected to your Terrible Purpose, regain 1d8 HP or clear a debility of your choice.
The Final Consequence Your tenuous connection to humanity is lost and you become a monster under the GM's control.