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Haunting
VoidTipos InterpersonalSpiritualDescrição
The tale is told of Toritaka Kanoshi, a young samurai of the Falcon Clan, whose father was betrayed and murdered by a family friend. The ghost of the father appeared to the young man and bade him to avenge his murder, but Kanoshi refused to believe that the spirit was truly that of the elder Toritaka.
The father’s ghost followed Kanoshi around for years, creating a great commotion that only his son could hear. In the end, nearly driven mad by the torment, Kanoshi finally obeyed the ghost’s wishes and brought the murderer to justice. Satisfied, his father was finally at rest, and he haunted Kanoshi no more.
Efeitos
The following apply to a character with the Haunted adversity:
The spirit has their own agenda (determined by the GM), which interferes with yours at inopportune times.
When you make a check to defy the will of the spirit haunting you (such as a Meditation [Void] check to find solace in meditation or a Skulduggery [Void] check to perform disreputable acts to survive), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point.
Texto do livro
Core Rulebook · Chapter 2: Creating a Character › Specific Disadvantages › Specific Adversities › Haunting (Void) · p. 122
Mostrar o texto como impresso
The tale is told of Toritaka Kanoshi, a young samurai of the Falcon Clan, whose father was betrayed and murdered by a family friend. The ghost of the father appeared to the young man and bade him to avenge his murder, but Kanoshi refused to believe that the spirit was truly that of the elder Toritaka.
The father’s ghost followed Kanoshi around for years, creating a great commotion that only his son could hear. In the end, nearly driven mad by the torment, Kanoshi finally obeyed the ghost’s wishes and brought the murderer to justice. Satisfied, his father was finally at rest, and he haunted Kanoshi no more.
Types: Interpersonal, Spiritual
Effects: The following apply to a character with the Haunted adversity:
The spirit has their own agenda (determined by the GM), which interferes with yours at inopportune times.
When you make a check to defy the will of the spirit haunting you (such as a Meditation [Void] check to find solace in meditation or a Skulduggery [Void] check to perform disreputable acts to survive), you must choose and reroll two dice containing or . After resolving the check, if you failed, you gain 1 Void point.
