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Ghost Lines PDF
Ghost Lines PDF
Ghost Lines PDF
10
hArm
11
scArs
or
-1 f ce
ghosT LinEs 10
Trauma
11
horror
-1
insight
9 3
badge name level 9 3
-1 roLe homeLanD -1 s
f in e sse t ee l
rook, spider, owl, anchor choose two gifts from your homeland, below
6 6
Skovlan Sevoros
force force
Bold (+1 steel)
Hard (+1 force)
steeL
When you employ force, roll+force and choose options. When you steel yourself against injury, duress, or
Tough (-1 harm)
Vicious (+1 harm)
On a 12+, three. On a 10 or 11, two. On a 7-9, one. supernatural horrors, choose an action below that
Wild (+1 if trauma 9+)
Cruel (+1 if harm 9+)
You inflict great harm. finesse
Hardy (no scar effect)
Cold (-1 trauma)
you hope you don’t do, and roll+steel. On a 10+,
You suffer little harm in return. you do none of them. On a 7-9, you do one you
Akoros Iruvia didn’t pick, GM chooses. On a miss, it’s the one you
You drive them back, seize something, or create
an opportunity.
insight
Sharp (+1 insight)
Nimble (+1 finesse) don’t want.
Connected (+6 favors)
Attuned (assist is +2) Freeze up, leave myself wide open.
finesse steeL
Shrewd (+1 chit/line)
Sly (free insight q) Panic, disengage, flee.
Noble (+1 will)
Swift (you’re faster) Collapse, let go, give up.
When you employ finesse, roll+finesse and choose
options. On a 12+, three. On a 10 or 11, two. On Rage, lose control, do unintended harm.
a 7-9, one. gear: Heavy gloves, encounter suit,
Rook: Heavy lightning-hook. Suffer more trauma or harm.
You do it quickly. cloak, breather-mask, air-tank, goggles,
Spider: Lightning-web thrower,
cable and clamps, lightning-hook, bandolier of spirit bottles (4). chits stash favors
You avoid trouble, compromise or cost.
magnetic boots, spirit-flares, lightning-
You do it impressively, stylishly or to greater effect.
Owl: Spirit-goggles, spare
oil canister (4 uses), and choose one
lightning-oil canister (4 uses).
loadout, at right:
insight
Anchor: Heavy encounter-suit
When you employ insight, roll+insight. On a 12+, Lightning-Oil: (1-armor, electro-field).
hold three. On a 10 or 11, hold two. On a 7-9, hold
one. Spend your hold 1-for-1 during the scene to level 1: apprentice
Clear 10 ghosts
lines worked roles ghosts silenced downTime
ask the GM questions from the list:
Skovlan: Upper (iii)
Rook When you have downtime off work, choose one:
What’s really going on here?
Work 3 lines
Skovlan: Lower (ii)
Spider Hit the pub. Heal trauma (if above 6 o’clock,
What should I be on the lookout for?
Work 2 roles
Owl
Akoros: Duskwall (i) heal to 6. If 6 or below, heal all).
What’s the best way to _______? level 2: journeyman
Anchor Visit the physicker. Heal harm (if above 9, heal
Akoros: Heights (ii)
What are they really feeling? What do they want?
Clear 30 ghosts ghosts cleared to 9. If at 9, heal to 6. If 6 or below, heal all).
Akoros: Bayside (i)
How could I get them to _______?
Silence a ghost Work a side job. Choose: bouncer, courier,
Akoros: Pass (iii)
On a miss, you gain no hold, but may ask one right now.
Work 6 lines craft, crematorium, crime, distillery, docks,
Work every role
Iruvia: Islands (ii) forge, leviathan-hunting, slaughterhouse,
Iruvia: Cloudspire (ii)
assist level 3: master
Iruvia: Lakewood (i)
stables, trade. Collect 2-stash or 1-favor.
For every move above (force, finesse, insight),
Clear 60 ghosts You may choose additional options by spending chits,
Sevoros: Highland (iii) 1-for-1. You may choose the same option twice.
you may also spend one of your choices on these:
Silence 12 ghosts
You assist someone, they take +1 to their roll.
Work all 12 lines
Sevoros: Plains (ii)
You interfere with someone, they take -2.
Train a new bull
Sevoros: Coast (iii) Note: when you are instructed to roll, sum two
six-sided dice and apply the indicated modifier.
impose your wiLL
When you impose your will to get your way, roll.
If your steel is greater, take +1.
If your level is greater, take +1.
If you are a Noble of Akoros, take +1.
If you threaten bodily harm, and your force is
greater, take +1.
On a 12+, they are so overwhelmed they do what you
say without another thought. On a 10 or 11, they
choose: either do what you say, or take 2-trauma. On
a 7-9, it’s 1-trauma. If you threatened bodily harm,
they can force your hand and take the threatened
harm instead of trauma.
1 2 3 4 5 6
Someone is making hollows Someone is selling a “cure” Someone is running a gang A Bull was hollowed for daring Someone saw hollows gather at Someone is offering a bounty
1
to provide cheap labor. for hollows. made up of hollows. to touch a royal during a job. the old relic in the square. on hollows brought in alive.
The Church of the Ecstasy of Someone is buying and An explorer claims to have a The “abandoned” northern There are secret doors in the There’s an ancient ghost in
2 the Flesh will buy inhabited selling inhabited spirit bottles map showing every spirit- rail line is used to ship spirit city that only witches/ghosts/ Blackvale tower that’s older
spirit bottles. at a bar under the docks. well in the deathlands. bottles... somewhere. undead/possessed can see. than the cataclysm.
The night market is run by A highly-placed Imperial Some wealthy citizens are Witches have powers because Someone is trying to organize Someone will pay Bulls to
3
undead. official is possessed. throwing “possession parties.” they have a demon bloodline. a union for line Bulls. smuggle goods on the lines.
A non-human spirit has been Someone is running a ghost- People live on an island off the An inventor has built a “spirit- There is a witch who can call There is a wealthy undead
4
seen around the docks. animal menagerie. coast, with no electro-barrier. locator” and needs testers. ghosts from your bloodline. who offers strange jobs.
Someone at the university Someone is refining A tattooist has been mixing Violet Remedy is made from A “ghost ship” has been The Emperor is responsible
5
will trade for electroplasm. electroplasm into a drug. her ink with electroplasm. electroplasm! spotted off the coast. for the broken gates of death.
There’s a spirit-well There’s a Hound that takes Several key Church officials A spirit cult meets in an Demons from myths are real, Spirit cultists are smuggling
6
somewhere inside the city. bribes to keep spirits hidden. are spirit cultists. ancient temple under the city. and are behind the spirit cults. ghosts in possessed people.
3 Detective Official Scholar Spy Courier Diplomat 3 Demolition Election Scandal Martial Law Conscription Exodus
Ship Witch
4 Guard Merchant Judge Shopkeeper Soldier 4 Shortage Excess Discovery Paranoia Assassination
Captain Hunt
5 Clerk Journalist Smuggler Revolutionary Clergy Demon 5 Parade Celebrity Holiday Riots Lockdown Hysteria
ghost QuaLities npc features credits version 1.5 | january 2013 | onesevendesign.com/ghost_lines.pdf
Add +1 to roll for each decade of ghost existence. 1. Patient, kind, forgiving, gentle. Writing & Design: John Harper. Inspired by: Apocalypse World by V. Baker;
1. Jealous, desperate, violent, hysterical, skittish, fleeting. 2. Wild, uncouth, savage, rough. Art: Bob Basset (gas masks), James Paick (train). Dishonored by Arkane Studios; Ghostbusters by
2. Curious, conniving, deceptive, clever, probing, knowledgeable. 3. Suspicious, calculating, sly. Playtesters: Allison Arth, Suzanne Asprea, D. Aykroyd, H. Ramis, I. Reitman; Final Fantasy:
3. Prophetic, insightful, true, revelatory, guiding, instructive. 4. Honorable, direct, dependable. Keith Anderson, Jonathan Walton, Mike The Spirits Within by A. Reinert & J. Vintar;
4. Reactive, territorial, dominant, insistent, bold, demanding. 5. Weird, spooky, secretive. Standish, Judd Karlman, Jim DelRosso, Planarch Codex by J. Walton; MicroTraveller by
5. Angry, unpredictable, aggressive, wild, savage, vengeful. 6. Loyal, stalwart, headstrong, Charlotte Williams. C. Bennett.
6. Mad, chaotic, vengeful, bizarre, destructive, insane. uncompromising. License: Creative Commons attribution non-commercial share-alike. (cc by-nc-sa)