Outsider moves for ghosts

Bill G. said:

Mirror Mirror: You can appear in one type of visual medium, such as a mirror or television. You can be half-glimpsed by someone you are haunting, or you can emerge from or travel between one such medium object and another one. When you are
emerging from your medium, you can unleash your powers, directly engage a threat, or defend someone using Superior.

Instead of flying around, you travel from mirror to mirror (or crawl out of a TV, Ring style). If there’s a question of reaching a particular location, unleash your powers to do so. You can maybe open portals for your group to come with you - or have adventures where you’re stuck in the non-space between worlds, and the team has to fight off the Unseen Ones until you get out.

I think the only thing I want to tweak here is that you probably can’t portal into areas where you aren’t welcome - echoes of the ‘must invite vampires in’ thing. I think this gives the same basic mobility as the Kirby-craft, with a fairly ‘logical’ restriction that feeds into the fiction.

Also that could be overcome by Unleashing Your Powers on a case-by-case. And “Invites” can be as simply as whispering her name into the shadows within a domicile, or something like that.

Also, that doesn’t mean she couldn’t just walk up to a ‘blocked’ building and use density shift to go in through a wall anyway (assuming it’s not warded in some way, but that’s a different thing).

Actually, the text above is missing some relevant Kirby Craft bits that might let us define the power a bit more, and accomplish what I’m babbling about. Here’s a modified version of the KC text we skipped before:

Choose two strengths and two weaknesses:

  • Strengths: fast & precise, stealthy, empowering, dimension-shifting, communication enabler
  • Weaknesses: requires bizarre fuel, susceptible to _______, easily detectable, easily blocked, slow and imprecise

So maybe GG’s shadow walk is…

  • Stealthy
  • Dimension-shifting, both by default (traveling through the shadow realm) and maybe intentionally (“Do your portals have to go to… earth?”)
  • Easily blocked (private buildings are blocked by default, for example) and…
  • Susceptible to interference? (Stuff from the Shadow Realm or people attuned to it might mess with you or something)

Or whatever. I’m flexible.

author: Doyce T.
url: Community Forums: Outsider moves for ghosts | Roll20: Online virtual tabletop

And I just realized Bill had already posted this strengths/weaknesses thing already, and I missed it. Ooops.

author: Doyce T.
url: https://app.roll20.net/forum/permalink/5551653

“The GM will tell you if this is possible etc.” covered the invasion angle for me, at least. Some mediums would let you do this, e.g. The Ring, others not.

author: Bill G.
url: https://app.roll20.net/forum/permalink/5551775

Yeah, that’s kind of why I figured “easily blocked” could just be an option on the move. Obviously ring-o-vision teleports would have different limitations, since getting inside someone’s house would be the whole point. :slight_smile:

Or… hmm. I dunno. Maybe that’s still the whole point. It is a ghost after all. Might just need to burn some sage to keep her out. :slight_smile:

author: Doyce T.
url: https://app.roll20.net/forum/permalink/5551806

That leaves you with a new GM move: **Bring to bear a spectral weakness or mystic quality

**I played a half-elemental character in a fantasy game who worked like this. She ate, drank, and lived like a mortal, but she could be warded and bound like a spirit. Made for some tense gaming when we encountered enemy shaman and the like.

author: Bill G.
url: https://app.roll20.net/forum/permalink/5551834