While I’ve written about the power that ghost punchers can have in the Ghost Punchers RPG, I haven’t actually updated that list (if you can call something with two entries a “list”) since the latest round of playtesting. Since I’m putting all this stuff together for Thanksgaming next month anyway, I figure I might as well share some of the new and updated powers here for your entertainment and edification.
(I should point out that the skill associated with these power is Spirit Medium. Because that comes up.)
Power Points: 3
Duration: 1 hour (1/hour)
On a success, the hero can harm spiritual entities (like, say, ghosts) with her bare hands as if the entity were not spiritual. On a raise, the hero does +1d6 damage to any spiritual targets she hits during the duration of the power.
Power Points: 3
By using this power, the medium devours a ghost’s Essence and charges up her own powers. To use this power, the user makes an opposed Spirit Medium roll against the target ghost’s Spirit. On a success, the medium gain 1d6+1 Power Points. On a raise (or if the ghost has an Essence token), the medium gains 1d8+2 instead, the ghost takes a wound, and the ghost loses its Essence token if it has one. The draining rolls can’t ace, but if the ghost has an Essence Pool, the values of these rolls are subtracted from the ghost’s pool.
Power Points: 1
Duration: 2 (1/round)
This power creates a mystic aura that surrounds the medium, protecting her from ghostly attacks. Success gives the medium +2 Armor against attacks from spiritual entities; a raise gives her +4 Armor instead. (Note that this Armor does not help against attacks made in the physical world.)
Power Points: 2
Duration: 1 (1/round)
This power allows the medium to sense ghosts around him, even if they are outside his line of sight. On a successful roll, the medium knows the direction and proximity of all ghosts in range. The range is determined by the medium’s roll.
4 Smarts x2
6 Smarts x3
8+ Smarts x4