Ghost
When you die but your soul lingers, refusing to pass through the Last Door, you gain this insert, and choose 1 Consequence (see reverse).
Instinct
Lose the Instinct from your playbook, and replace it with one of these (your choice):
Moves
You gain all of the following:
- UNLIVING You do not breathe. You need not eat nor drink nor sleep. You do not heal normally. You gain no benefit from magical healing, Make Camp, Recover or Convalesce.
- DISEMBODIED Your body is dead and gone, but you persist as a spirit. You can be harmed only by silver, salt, or that which harms spirits or ghosts.
You normally go unseen, with the barest influence on the material world and a dim, distorted sense of reality. When you manifest a ghostly presence in shadows or darkness, the world becomes clear and pick 1. For each additional option you pick, lose HP:
- You appear solid and whole, much as you did in life
- You can speak clearly and intelligibly
- Your touch (or ghostly weapons) can harm the living (ignores armor)
You remain manifest for as long as you concentrate; pain or shock or direct sunlight threaten your concentration, for sure.
- TETHERED Choose something to which you are bound: your mortal remains, the place where you died, an object of personal significance, etc.
When you are reduced to 0 HP, mark a consequence (see reverse) and your essence disperses until the next sunset. You reform near your tether with half your max HP. If your tether has been destroyed, mark the Final Consequence.
Terrible Purpose
Choose 1:
When you spend the night watching them, regain all your HP or clear all your debilities.
When they genuinely return your affections, free of fear or horror, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When they rebuff you or recoil from you, mark a consequence (see reverse).
When they die peacefully and pass through the Last Door, so do you.
Should they be taken from you violently, mark the Final Consequence (see reverse).
When you spend the night wailing, howling, and raging in a lonely place, regain all your HP or clear all your debilities.
When you make one of them pay and ensure that they know why, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When they defeat or escape you, mark a consequence (see reverse).
When you kill the last of them, pass through the Last Door.
Should they die before you're finished with them, mark the Final Consequence (see reverse).
When you spend the night working on your task, regain all your HP or clear all your debilities.
When you achieve a significant milestone towards your task, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When you fail to perform your task or suffer a material setback, mark a consequence (see reverse).
When the task is finally complete, pass through the Last Door.
Should the task become impossible to perform, mark the Final Consequence (see reverse).
Ghost. Consequences
When you first take this insert, choose 1.
Choose another whenever a move tells you to do so.
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 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.
- 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 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 HP.
The Final Consequence
Your tenuous connection to humanity is lost and you become a monster under the GM's control.