Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 09-08-2019, 12:51 PM   #1
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default The Ghost Taunters Guild

Their primary tool is the Ghost Trap. This is enchanted with the same costs as Amulet vs Creature, but the use procedure is that a wizard takes a step and concentrate action, charges the trap with one point of fatigue and presses it against the ghost or similar ghostly undead. The ghost then gets a 3/IQ saving throw. On a success that ghost is forever immune to that trap and on a failure the ghost is trapped inside the amulet.
This saving throw can be made one or more dice more difficult if the ghost is sufficiently distracted. Hence the importance of taunting the ghost with its greatest desire. The ghost taunters study one or more social talents to assist in their taunting. Most use Priest, but Sex Appeal is a better choice against specific ghostly desires.
Any wizard who takes a step and concentrate action can determine if a given trap they are holding has a ghost inside it and on a 5/IQ save get a clue as to the nature of the ghost. The wizard can communicate with or release a ghost from a trap he is holding with a step and concentrate action.
The guild will trade an empty trap and at least a thousand silvers for a trap with a common ghost inside it, more for spirits of famous people or rare variant types. Nobody knows what the upper circle of the guild does with these spirits.
__________________
-HJC

Last edited by hcobb; 09-08-2019 at 12:59 PM.
hcobb is offline   Reply With Quote
Old 09-09-2019, 04:25 AM   #2
Tywyll
 
Join Date: Nov 2017
Default Re: The Ghost Taunters Guild

Quote:
Originally Posted by hcobb View Post
Their primary tool is the Ghost Trap. This is enchanted with the same costs as Amulet vs Creature, but the use procedure is that a wizard takes a step and concentrate action, charges the trap with one point of fatigue and presses it against the ghost or similar ghostly undead. The ghost then gets a 3/IQ saving throw. On a success that ghost is forever immune to that trap and on a failure the ghost is trapped inside the amulet.
This saving throw can be made one or more dice more difficult if the ghost is sufficiently distracted. Hence the importance of taunting the ghost with its greatest desire. The ghost taunters study one or more social talents to assist in their taunting. Most use Priest, but Sex Appeal is a better choice against specific ghostly desires.
Any wizard who takes a step and concentrate action can determine if a given trap they are holding has a ghost inside it and on a 5/IQ save get a clue as to the nature of the ghost. The wizard can communicate with or release a ghost from a trap he is holding with a step and concentrate action.
The guild will trade an empty trap and at least a thousand silvers for a trap with a common ghost inside it, more for spirits of famous people or rare variant types. Nobody knows what the upper circle of the guild does with these spirits.
What can you do with the trapped ghost?
Tywyll is offline   Reply With Quote
Old 09-09-2019, 08:11 AM   #3
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: The Ghost Taunters Guild

Quote:
Originally Posted by Tywyll View Post
What can you do with the trapped ghost?
See page 28 of
http://www.warehouse23.com/products/...gamer-number-4

My suggestion is that a powerstone with bound ghosts recovers one point of power every eight hours, divided by the number of ghosts. So if you bound 576 ghosts into a 576 point stone (no more than one ghost per point), then it would recover one power every ten combat rounds.
__________________
-HJC

Last edited by hcobb; 09-09-2019 at 08:47 AM.
hcobb is offline   Reply With Quote
Old 09-09-2019, 11:26 AM   #4
larsdangly
 
Join Date: Dec 2017
Default Re: The Ghost Taunters Guild

Fun idea! I've got a dozen or so spells ginned up that have to do with binding various sorts of beings, as a sort of shamanistic alternative to enchantment as a source of leveraged magical powers.
larsdangly is offline   Reply With Quote
Old 09-09-2019, 11:37 AM   #5
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: The Ghost Taunters Guild

For balance and playability I suggest spirit traps be prepared as above then take at least a week to enchant the trapped spirit into a useful bound item.

If you let a wizard create and bind multiple fire elementals in a single day then you've compounded the Brand problem I demonstrate here:

https://www.hcobb.com/tft/necropus/
__________________
-HJC
hcobb is offline   Reply With Quote
Old 09-09-2019, 11:40 AM   #6
Anaraxes
 
Join Date: Sep 2007
Default Re: The Ghost Taunters Guild

What happens if the trap-wielding wizard rolls a crit fail on the trap attempt and crosses the streams?
Anaraxes is online now   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:48 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.