But you sleep like a ghost with me
It’s as simple as that
So tell me I’m mad
Roll me up and breathe me in
Come to my madness
My opium den
Come to my madness
Make sense of it again
My Cyberpunk character, Drew, started the campaign with some contraband Russian cyberware inside her, that got her out of a tight spot but also saw her captured as a cyberpsycho by a nameless corporation. Aside from one narrative moment this tech remained just a role-playing detail, but recently as part of a kind of level-up process for our party the GM handed out a special ability to each of our PCs, and for her special ability Drew got to control and use her Ghost. The players haven’t shared their abilities with the rest of the group, but Drew’s ability is kind of … uncontrolled … and potentially very dangerous for the rest of the party, so I thought I’d write it up here where everyone can see it.
Drew’s ability is a kind of super-psychotic adrenal booster with two states: Limnal and Lost. Drew enters Limnal state by spending a point of humanity, at which point she gets all the benefits of the state. Unfortunately she can’t stay there: every turn she is in Limnal state she has to make an Empathy check (1d10+Empathy) to retain control of herself. This check has a difficulty of 8+number of turns in Limnal state – so Drew will very quickly shift to Lost state. Once Drew is Lost she has to fight to regain control of herself; she makes the same empathy check, but the difficulty reduces by 1 for every turn she is in the state. Other details of the states are given below.
In all states, Drew has access to a special boosted bonus to some actions that is equal to her starting empathy minus her current empathy, which we will call her ghost strike bonus (GSB). Recall that current empathy is determined by humanity, so the more she calls on this ability the lower her humanity drops, and the bigger her ghost strike bonus gets.
Limnal state
Once Drew enters the Limnal state she gets immediate benefits. She immediately rerolls initiative with a bonus equal to GSB/2. She receives an extra free attack each turn that can be used for movement, melee attacks, and athletics. Her movement increases by GSB/2, and she gains a bonus to all melee, athletics and movement actions equal to GSB/2. Her damage with melee weapons gets a bonus equal to GSB. Every time she kills someone she gains a +1 bonus to LUCK that must be spent the next turn or lost. Every kill also adds 1 to her Limnal turn count, making it easier for her to switch to Lost state as she kills more. In Limnal state Drew can still use a rifle but she cannot use her bonus action to shoot.
Lost state
When Drew enters Lost state she loses another 0.5 points of humanity. She rerolls her initiative with bonus equal to GSB. From this point on she cannot use missile attacks, but must use melee attacks, dropping any rifle or other tool and switching to her favourite melee weapon. All her bonuses double, so she gets a GSB bonus to hit and 2*GSB to damage, her dodge/escape increases by GSB, etc. She must attack the closest moving target, striking at the most threatening target when in doubt. She must do the greatest amount of attacks and damage possible to her target before moving on to the next target, and if a target drops in the middle of combat she must shift to another target immediately. She also counts one level lower for wounds, and has a bonus to BTM of GSB/2.
For every round she is in Lost state Drew takes one point of stun damage.
Further humanity damage
If Drew kills a friendly or non-combatant target in either state she loses an additional point of humanity. If her empathy drops to 1 (10 humanity points) she will be lost to the ghost, and will continue fighting without further recovery checks until she either goes unconscious, kills everyone, or dies.
Drew currently has 18.5 points of humanity.
What this means in practice
Drew has 18.5 points of humanity and an empathy of 2. Her GSB is currently 6, her BTM -3, movement allowance 5, melee 6 and reflexes 8 (in combat armour). Her preferred melee weapon is a monokatana, which does 4d6 damage and reduces the SP of armour to 2/3 (so combat armour drops from SP 24 to 16). Her combat sense is 8, she has an adrenal booster and reflex boosting.
In Lost state this means that Drew rerolls her initiative with a minimum of 26. She attacks three times per round at -3 per attack, with a final bonus of 18. Her dodge/escape is also 20, so attempts to shoot her in melee will have a ridiculously high target. Her damage becomes 13+4d6, so her average damage roll with the monokatana is (approximately) equivalent to an 8d6 rifle with high explosive armour piercing rounds. Her average damage roll against combat armour will do 11 damage after armour and before BTM. Her own BTM is now -6.
Because her empathy is 2, on the first round of activation of Limnal state Drew will need to roll a 7 or higher on 1d10 to control it. In the second round, after she’s killed two people (she will kill two people!), she’ll need to roll a 10. Even if she somehow misses (Drew doesn’t usually miss), by round 4 she will need to roll criticals (10 on d10) to stay in the Limnal zone. Once she is Lost it’s fairly likely that the kill rate will keep pushing the target number for her empathy rolls well beyond any number she can hit without criticals. It’s likely that she will kill all her enemies before she finds herself, and will only escape the ghost by going unconscious.
With 18.5 points of humanity Drew can afford to call on her ghost perhaps 4 more times safely. If there are any bystanders when it happens we can assume that they will die, and she will lose more humanity. Given her armour and BTM, it’s unlikely that she can be stopped by most normal ammunition, so once she becomes Lost the best option for her team is to clear out and wait for the blood and dust to settle. Killing her or trying to take her down in some other way is complicated by the fact that Pops will go insane if he sees her fall.
The downward spiral
As her humanity drops, Drew is becoming more attentive to the call of her ghost, and less aware of the basic human connections that have sustained her so far. In her last diary report, Drew said this about the feeling of losing herself in the ghost:
She just came howling out, like the frozen wind off the steppes blowing down onto the beach in winter, cutting through you like you’re just bones and whistling over the ice in the bay. And it was just like back in that bay, when I had to sink down cold and lonely on the beach, listening to my father’s bitter imprecations, cursing me into the rocks and the ice as a useless thing, while he dug a hole in the ice and his men lugged their cloth-wrapped, blood-soaked burden over the ice to the hole, and I crouched there hugging my knees against the cold wind and my father’s colder anger, trying to stay silent and hoping I wouldn’t cry because my tears make him madder and the wind freezes them on my face and afterwards the shame of being weak in front of those horrible men stings me more than icy tears ever will, but I’m still too small and helpless to know that one day I will become a whirling storm of death and destruction and everywhere men dying will whisper my name just right before they beg for their mothers who never come. So I sink down behind the rocks and ice as that wind roars over me and just hope I can come back from the cold.
Whether Drew can come back is not something that Coyote is likely to be placing bets on.
—
Artwork note: This picture is by Alison Toon, it’s the cover image for the Marillion album Brave, from which the quote at the top is taken, and from which I also took a lot of the lyrics used in the original post about Drew’s character. Brave is about a lost girl, it seems to fit.
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