Example Phantoms

Phantom Epieste
The quintessential phantom warrior. Agile, light-footed and charming, though lacking in muscle and controlled by passion.
Character Points: 20

Defence: 4 (3)
Marksmanship: 2
Melee: 4 (3)
Strength: 3
Toughness: 3

Athletics: 4 (5)
Intelligence: 2
Perception: 3
Socialize: 4
Willpower: 3

Hit Points: 15
Weapon: Dueling Sword (9 damage), Throwing Knives (4 damage, subtle)
Armour: Heavy Cloak (1 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Weapon Specialist (One Handed Swords)
  • Combat Style: Fencing

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Major Foible (Will not use guns)

Phantom Superieur
A step up from the phantom swordsman. Blindingly graceful and hot-tempered.
Character Points: 30

Defence: 5 (3)
Marksmanship: 2
Melee: 6 (3)
Strength: 4
Toughness: 4

Athletics: 4 (5)
Intelligence: 3
Perception: 3
Socialize: 4
Willpower: 4

Hit Points: 15
Weapon: Rasoirblanc Sword (12 damage), Throwing Knives (4 damage, subtle)
Armour: Heavy Cloak (1 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Weapon Specialist (One Handed Swords)
  • Combat Style: Fencing
  • Magick Item: Magick Sword
  • Pick one:
    • +1 Socialise and Leader - Phantom Superieur
    • Stealth - Phantom du Tenebre
    • +1 Intelligence and Minor Supernatural Power - Phantom Feucourer
    • +1 Melee, Defense and Fast (for a total of fast 2) - Phantom Chevallier
    • Spy, Thief and Detective - Phantom Saint
    • Dabbler - Phantom Chanteur

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Major Foible (Will not use guns)

Phantom Mage
A phantom who studies both the fine arts and the dark arts.
Character Points: 35

Defence: 5 (3)
Marksmanship: 4
Melee: 2
Strength: 2
Toughness: 3

Athletics: 6
Intelligence: 4
Perception: 4
Socialize: 4
Willpower: 4

Hit Points: 15
Weapon: Icicles (10 damage, cold, ranged)
Armour: Smart Suit (0 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Warlock
  • Slightly Enchanted Item: Ring of Icicles (Book of Water)
  • Minor Magick Item: Cloak of Invisibility

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Major Foible (Will not use guns)

Phantom Medium
Psychic phantoms usually manifest mediumship powers. These macabre individuals are treated with both suspicion and reverence by other phantoms. They are feared by ghosts as they are unable to tell the difference between phantoms who can merely only perceive them, and phantom mediums who can control and harm them. Their grim outlook and fearsome reputation displace the normal Phantom inability to intimidate.
Character Points: 45

Defence: 5 (3)
Marksmanship: 4
Melee: 2
Strength: 1
Toughness: 3

Athletics: 6
Intelligence: 4
Perception: 4
Socialize: 5
Willpower: 6

Hit Points: 15
Weapon: Death Rattle (6 damage, no soak)
Armour: Smart Suit (0 soak)

Advantages:

  • Ghost Touch
  • Fast 1
  • Intimidator
  • Warlock
  • Moderate Supernatural Attack: Death Rattle
    • 6 damage, no soak, ranged. 20 damage, full soak vs spirits.
  • Spirit Control

Disadvantages:

  • No Identity
  • Minor Foible (Will use muscle)
  • Major Foible (Will not use guns)

Raient Gunslinger
Phantoms who break their racial taboo on guns are often mistakenly referred to as Raients in occult circles, where this is in fact the only phantom city where guns are fashionable. The phantoms from Raient, or those brought up away from Phantom culture combine style and grace to become some of the deadliest gunslingers ever seen.

Character Points: 25

Defence: 3
Marksmanship: 4
Melee: 2
Strength: 2
Toughness: 3

Athletics: 5
Intelligence: 2
Perception: 2
Socialize: 4
Willpower: 2

Hit Points: 15
Weapon: Finely Balanced Light Pistol x2 (9 damage, Quick Draw, Subtle, +1 hit)
Armour: Smart Suit (0 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Firearms Training
  • Demolitions Training
  • Weapon Specialist (Pistols)
  • Slightly Technological Item: Finely Balanced Pistol x 2

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Minor Foible (Will not wear armor)

Raient Fusilier
In all the Hughniverse, phantoms make the best assassins with their natural stealth, grace and love of adrenaline. Few are deadlier than the Raient snipers who disappear as quickly and silently as they kill. Due to the demand for their skills, they acquire tidy fortunes which they use to purchase the best guns, gadgets and magicks.

Character Points: 45 (34)

Defence: 4 (3)
Marksmanship: 4
Melee: 4
Strength: 4
Toughness: 4

Athletics: 7
Intelligence: 4
Perception: 4
Socialize: 5
Willpower: 4

Hit Points: 20
Weapon: Anti-Material Rifle (16 damage, long range, +2 hit), Duelling Sword (10 damage, blade)
Armour: Smart Suit (0 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Firearms Training
  • Demolitions Training
  • Thief
  • Spy
  • Stealth
  • Combat Style: Fencing
  • Minor Technological Item: Fold out jet glider
    • Glide, Fast +1 when gliding

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Minor Foible (Will not wear armor)

Queen's Guard Priest
Religious leaders of Leroux. Trained as swordsmen for their guarding duties, and taught to use magick for just and charitable purposes.
Character Points: 30

Defence: 4 (3)
Marksmanship: 2
Melee: 4 (3)
Strength: 3
Toughness: 3

Athletics: 4 (5)
Intelligence: 4
Perception: 2
Socialize: 4
Willpower: 4

Hit Points: 15
Weapon: Dueling Sword (9 damage), Throwing Knives (4 damage, subtle)
Armour: Heavy Robes (1 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Weapon Specialist (One Handed Swords)
  • Combat Style: Fencing
  • Warlock 7 (inc Bless, Exorcism, Last Rites, Mass, Seal Portal)
    • Aura sight, Immunity, Water Walking, or Levitation
  • Expert: Theology 1

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Major Foible (Will not use guns)

Queen's Guard Templar
Religious warriors of Leroux. Are empowered to fight crime as police on a voluntary basis. Templars are often invited to join armies or guards for important people
Character Points: 30

Defence: 5 (4)
Marksmanship: 2
Melee: 5 (4)
Strength: 4
Toughness: 4

Athletics: 4 (5)
Intelligence: 2
Perception: 4
Socialize: 4
Willpower: 4

Hit Points: 20
Weapon: Dueling Sword (11 damage), Throwing Knives (5 damage, subtle)
Armour: Kevlar Breastplate, Cloak and Helm (4 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Weapon Specialist (One Handed Swords)
  • Combat Style: Fencing
  • Armor Training
  • Minor Augmentation (Aura sight, Immunity, Water Walking, Aquatic or Blindsight)

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate)
  • Minor Foible (Will use muscle)
  • Major Foible (Will not use guns)