Description: Psyscape, p. 73. Psi-Ghosts are human mutants with the power to become intangible at will! The power of intangibility, or “ghosting” as they call it, is not a psionic power, altough it requires mental discipline, focus and concentration. The ability to ghost is passed down from parent to child, and if both parents are Psi-Ghosts, their offspring is always a Psi-Ghost. If only one parent is a Psi-Ghost, there is a 50% chance that the child will be a Psi-Ghost, too (Interestingly, Psi-Ghosts may reproduce with Psi-Stalkers, but the offspring of such a union is always a Psi-Stalker without the ability to ghost).
Among adventurers, spies and thieves, Psi-Ghosts have a reputation as the very best (or very worst, depending on one’s perspective). They excel at bypassing security measures, whether guards, high-tech alarms, or traps, and, according to hype on the street, there is no security system that a Psi-Ghost cannot defeat.
- Racial Abilities and Complications
- Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicing the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the blood stream and does +4 damage/is -4 to resist. (+5, due to gas limitation)
- Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls. (+2)
- Inherently Gifted: Psi-Ghosts have a natural prediliction toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not. (+1)
- Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known. (-1)
- Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table. (-1)
- Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow. (-2)
- Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it. (-1)
- Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit. (-1)