Ghost form

Ghost form

Ghost form

I’m relatively new to DW, but not to RPGs, so forgive any grievances in advance.

I’m about to start up a gritty mystery campaign where the PCs are, essentially, half-ghosts, unsettled into either heaven or hell (Norse, fictional varieties of such), and are “reborn” into the world but have no recollection of how they died or who/what killed them. The goal of the short (5-7 session) campaign will be to figure out how they died and narratively determine, by their actions as being good or evil, where they end up, if they end up anywhere, by the end of it. Heaven or hell.

So my inquiry is this:

I want them to be able, right from the start, to be able to move and change into ghost forms. I want to know if there are any suggestions or comments or changes.

10+ and they turn choose two or hold +1 from divine or hellish aid. 7-9 choose one.

1. Turn intangible. Can pass through solid objects but can’t interact with the world of the living at least without an additional roll of some kind.

2. Take on any ghostly shape or form until … (not sure the limit–suggestions?)

Is what I’m going for clear? Any ideas or suggestions?

18 thoughts on “Ghost form”

  1. You might consider looking at Ghost Lines and especially Blades in the Dark by John Harper. They aren’t based on ghost-PCs, per se. But I bet you will get some good material to inform your fiction and perhaps your moves.

  2. Chris Stone-Bush

    That was what I wondered. It’s integral to the game, but I wanted to put a break on it so that the PCs wouldn’t abuse the power. Any suggestions?

  3. That’s hard to say yeautre, as I’m not really sure what powers they would have. What doe it mean, fictionally, to be a ghost? Are there limitations? Can the living see and interact with ghosts? Can ghosts manipulate physical objects?

  4. This is my revision. I’ve decided to add a new “stat” which is variable. For every soul saved or slain with this intent, a PC may have a number of “memory points” up to a max of their level. I think this is fitting since the main point is to fill in gaps in the PCs memory. So if they are level 3, they can have up to 3 memory points. This is the strength of their connection to their shadow/ghost form.

    When you want to turn into your shadow/ghost form, Roll 2d6 + current # of memory points. If you do not spend all of your memory points, the remaining number does not disappear.

    10+ : choose + 2 following, and make as many moves in your shadow/ghost form as you have memory points. Each use removes a memory point from you.

    7-9 : choose + 1 following, and make as many moves in your shadow/ghost form as you have memory points. Each use removes a memory point from you.

    – incorporeal

    – take any (shadow) shape or form

    – see into the other realms

    – impose your will on others/the world.

    What do you think? It complicates things a little. It adds another “stat,” but I think that might be fun, functional, and thematic.

  5. That is a bit confusing. Do you have to spend memory points to make the roll? If not, you don’t need the “If you do not spend all of your memory points…” line. Also, as both the 10+ and 7-9 results allow you to spend as many memory points as you want, you don’t need to include it. That should be a separate move. Something like “While in ghost form, you can spend memory points 1-for-1 to do the following:”

  6. yeautre I seem to remember a Compendium Class or something which read like Shadow of Mordor, but I can’t find the post for the life of me. It was closer to what you described, in terms of shifting into a wraith-form.

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