Lineage Mechanics
Lineage Mechanics
AX.GHW.06.03.01
Health Modifier: 0 (Applied at character creation and each time Fortitude is increased through XP advancement.)
Cultural Talent: Resolve 1D
This die is free; it does not come from the Talent generation budget. Haunts have already faced the worst thing. The mental resilience this produces is not bravado or numbness. It is the functional calm of someone who has a reference point for "how bad things can actually get" that most people lack. Fear is still possible. It just has to clear a higher bar.
Inherited Perks
Redundant Organs | Biological Advantage
The body that came back from death did not come back unchanged. Whatever the mechanism of return, it left the Haunt's physical systems with a redundancy that shouldn't be there: backup processes, secondary pathways, an architecture that assumes catastrophic failure is survivable if the rest of the system holds. When a hit would be decisive, it sometimes isn't.
Effect: Once per Full Rest, when the Haunt would receive a Major Health Condition
(−3D to an Attribute from a single source), they may reduce that condition
to Moderate (−2D to the same Attribute). This must be declared immediately
when the condition is applied; it cannot be retroactive. The condition
still requires normal recovery; only its severity is reduced.
This perk does not apply to: conditions caused by iron weapons or
iron-based effects, the death-mark in the Haunt's constitution does
not have the same resistance to iron that the living body has, because
iron interacts specifically with the boundary between living and dead
space and the Haunt crossed that boundary. Iron-inflicted Major
Conditions apply at full severity, without reduction. Instant-death
effects that bypass conditions entirely, or conditions applied while
the Haunt is already at 0 Health, also bypass this perk.
Activation: Passive (declare use immediately when triggering condition is applied)
Scope: Self
Recovery: Full Rest
Genre Note: The once-per-Full-Rest limit is critical. Without it, this perk
functionally eliminates Major Conditions from the Haunt's experience,
which undermines the setting's threat framework. The GM should not
remind the player to use it; it's the player's resource to manage.
Psychic Sensitivity | Sensory Enhancement
The Haunt's passage through death and back left them with attunement to the edge where consciousness meets its absence. At Close range they sense the emotional states of the living and the presence of sapient minds. Distinctly from that, and at wider range, they sense the dead: residual presences, restless entities, the spiritual weight of locations where significant deaths occurred.
Effect: At Close range (0–5 ft), the Haunt passively detects the emotional state
and general intent of living sapient creatures (as standard Psychic
Sensitivity). Additionally, the Haunt detects the presence of restless
dead, spiritual remnants, and haunted locations within Near range (6–30 ft)
without a roll; they know something is present, not what it is or where
exactly. Identifying specifics (type, number, location) requires Wit +
Attunement vs. Threshold 2.
Haunts are also passively detectable by entities with supernatural
awareness, spirits, ghosts, and similar entities sense the Haunt as
distinct from ordinary living creatures. This is a two-way sensitivity.
Activation: Passive
Scope: Close range (living); Near range (dead/spiritual)
Recovery: N/A
Genre Note: The two-way detection is the most significant aspect of this perk
for horror play. Haunts are visible to things that hunt by spiritual
signature. GMs should use this to create pressure, not to punish,
being noticed by a ghost is interesting, not a death sentence.
The Near range on dead detection is intentionally wider than the
Close range on living detection; Haunts are more attuned to the dead
than they are to the living.
Power Access
Haunts have strong natural alignment with Resonance traditions, the category that governs probability, consciousness, hidden information and the spaces between. Their passage through death is not a trained power, but it creates a permeability that Resonance traditions can work with.
Haunts who receive Power Access through a Profession or Progression Track Stage almost always access Resonance. A Haunt with Force access is unusual and should be accounted for in the fiction of the Genre Catalog. Form access for Haunts is extremely rare and typically represents a condition of their return rather than a chosen path.
Attribute and Talent Caps
Haunts use standard maximums unless otherwise noted.
| Context | Maximum Value |
|---|---|
| Attribute (standard) | 5D |
| Attribute (with qualifying perk) | 6D |
| Talents | 5D |
| Foci | 3D |
No cap increases are granted by this Lineage.