Beyond Fort Fallcrest
If you roll a last breath due to an attack from a wraith, ghost, or specter, and you come back to the land of the living, you may take Terrify the next time you level up.
You now have a bit of wraith bound to your mortal coil. When you let your wraith come to the surface and scare someone, roll choose 2. On a 7-9 choose 1.
The target becomes confused and chaotic and will not follow orders
The target goes where you want them to
The target drops whatever they were holding
Once you have Terrify you may take any of the following when you level up.
Quick as Death
When you travel through the spirit world to appear somewhere you can see, roll +DEX. You arrive exactly where you want, instantly. On a 7-9 choose 1.
You draw unwanted attention
The journey left you tired, take -1 forward
You appear in a compromising position (in front of, instead of behind the target for example)
When you use Terrify you may target a group of people instead of just one person.
When you touch the head of a weak willed creature and allow your wraith to enter the targets mind, you may roll Discern Realities on the creature. If you roll a hit on that Discern Realities roll you may ask one additional question that is not on the list.
(Requires Brain Haunting)
When you use Brain Haunting you may now instead roll choose 1. On a 7-9 choose 2.
Your possession has left a visible mark on them (usually a hand print where you touched them) and any who see it know something is wrong with the target
Your possession has left the target a drooling idiot. He will follow your order, but without thought or skill.
Your possession will kill your target at an in opportune time. The GM will tell you how and when.
When you use Volley you can use ghost versions of your ammo. The ammo gains armor piercing 1. After a fight if any living being had died you can grab part of his spirit and set your ammo to 3.