Wednesday, November 5, 2014

The Martan Ghosts from 'Ghosts of Mars'

’ This is about one thing: dominion. It's not their planet anymore. ‘

I figure I’ll cut down my narrative on the write-ups, mainly due to the fact I can drone on and people really just want the stats :>.

Why the Ghosts from Mars?
First, I love John Carpenter movies, and I rather liked the practical approach to the effects. Second, it was a near concept combining the ghost story/possession/sci-fi survival flick into a fairly slick film. I rather liked the majority of the movie, and I think it’s a neat enough monster-group to be represented

 

Ghosts of Mars



Standard ‘Ghost’

F: Varies on Host
A: Varies on Host
S: Varies on Host
E: Varies on Host, See ‘Powers’
R: Typ (06)
I: Rm (30)
P: Ex (20)

Health: Variable
Karma: Roughly 56
Popularity: ‘0’ prior to the initial outbreak, it is assumed that the popularity reduces to ’-50’ as they become a planetary threat to the Martian colony.
Resources: N/A

Talents:
The individual ghosts seem to have their own talents, which include the basics:

  • Knowledge: Ancient Martian Culture
  • Knowledge: Martian Language
  • Sharp Weapons
  • Blunt Weapons
  • Artist: Scarification/Tattooing
  • Small-Unit Tactics
  • Mystic Origin* (See Notes)

Powers:
Free Spirits*: In the truest sense of the word, the Martian ghosts are free-spirits capable of nearly permanently possessing a body until physical death. The ghosts are perhaps a thousand strong, maybe more, and work with a group mentality to reassert control of the red planet. The ghosts have the following abilities:
  • Free Spirit: The Martians exist purely as free spirits, and cannot be killed through any physical or traditional means. As such, the ghosts cannot normally interact with individuals unless they possess a host and cannot be detected through normal means. The ghost adapt their FASE from their hosts, and completely replace their hosts RIP with their own. The ghosts are nearly impervious to damage in their spirit forms, although their hosts are not so, and suffer damage at the regular rate. Ghost-possessed individuals can still be stunned and knocked unconscious, but this does not free a host from the ghost (hah, I'm a poet and didn't know it).
  • Possession: The ghosts can permanently possess a physical host, and maintain that possession until death. The possession is a Rm (30) intensity attack which depending on the opposed result determines the time between the initial attack and complete possession. As the ghost 'takes over', the individual will begin ritually scarring themselves, decorating their flesh as the ancient martians did. The process is as follows: Once the target has been 'selected', they must make a RM (30) Psyche with a Yellow Intensity or begin the possession process. If the result is a critical failure (01), the possession occurs within the same round. If the result is white, the possession can occur between 1 - 10 rounds, if the result is green the possession will take 1 - 10 Turns. The possession can be resisted with Karma or can be stopped by 'shutting down' or altering the sensory input of an individual (With an Ex (20) or better effect). The ghost cannot attempt to possess someone they have already failed in 'converting', nor can they seem to affect anyone with a Rm (30) Psyche or higher.
  • ESP: The ghosts can 'sense' other beings and are not hindered through normal sensory obstacles (Such as darkness and the like). In addition, those who are being 'possessed' or have contact will pick up the psychic impressions of the ghosts, such as their goals and history.

Contacts:
The ghosts only communicate or have contacts through their own group.

Limitations:
The ghosts have several key limitations despite their near-immortal nature:
  • Dependency on a host: The ghosts cannot interact with the physical world, and must possess a host in order to do so. In addition, the bond between a host and the martian means the martian can be 'killed' for a while at the death of the host
  • Bloodthirsty and Cruel: The ghosts are extremely savage and will delight in causing as much sadism as possible.
  • Inhuman: A possessed host does not maintain anything that is a remnant of who they were. In combination with the ritual scarring and bloodthirsty nature, ghost-possessed individuals are incredibly easy to spot.
  • Goal: The entire host of the Martian ghosts seem to be dedicated in murdering the 'invaders' and taking them over in order to return Mars to the Martians.
  • Lack of communication: The ghost do not communicate verbally in a means that humans would understand.
  • Binding*: It seems to be possible to bind a ghost to a place, as was part of the backstory. If this is the case, then it would be easy to assume the ghosts suffer a -1cs to their Psyche for the purposes of mental entrapment/mystical binding.

Notes:
For the purposes of the write-up, I've included the Mystic Origin* talent. I debated this because it is clear that the ghosts may not be traditional spirits...however....even John Carpenter said they were actually alien beings more akin to lovecraftian horrors, so I kept it. I also debated adding a variation of Iron Will, which could totally be justified as they simply do not feel pain in their host forms, and in some cases ,seek it out. I ended up not including it, as I felt that there were only a few examples of this in the movie.

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