Ghost
Death came, but you refused it — and now something of you wanders, unfinished.
When you die but your soul lingers, refusing to pass through the Last Door, you gain this insert, and choose 1 Consequence. Lose the Instinct from your playbook, and replace it with one of these (your choice): DENIAL — To refuse to accept that you are dead. OBSESSION — To pursue your Terrible Purpose no matter what. ENNUI — To bemoan your condition, to wish for release.
Choose 1 Terrible Purpose:
LONGING: Name the person or persons you refuse to let go of. When you spend the night watching them, regain all your HP or clear all your debilities. When they genuinely return your affections, free of fear or horror, either regain all your HP and clear your debilities, or clear a consequence. When they rebuff you or recoil from you, mark a consequence. When they die peacefully and pass through the Last Door, so do you. Should they be taken from you violently, mark the Final Consequence.
VENGEANCE: Name the person or persons who must pay. When you spend the night wailing, howling, and raging in a lonely place, regain all your HP or clear all your debilities. When you make one of them pay and ensure that they know why, either regain all your HP and clear your debilities, or clear a consequence. When they defeat or escape you, mark a consequence. When you kill the last of them, pass through the Last Door. Should they die before you're finished with them, mark the Final Consequence.
DUTY: Name the task you refuse to leave undone. When you spend the night working on your task, regain all your HP or clear all your debilities. When you achieve a significant milestone towards your task, either regain all your HP and clear your debilities, or clear a consequence. When you fail to perform your task or suffer a material setback, mark a consequence. When the task is finally complete, pass through the Last Door. Should the task become impossible to perform, mark the Final Consequence.
Moves — You gain all of the following:
DISEMBODIED: Your body is dead and gone, but you persist as a spirit. You can be harmed only by silver, salt, or that which harms spirits or ghosts. You normally go unseen, with the barest influence on the material world and a dim, distorted sense of reality. When you manifest a ghostly presence in shadows or darkness, the world becomes clear and pick 1. For each additional option you pick, lose 1d4 HP: You appear solid and whole, much as you did in life; You can speak clearly and intelligibly; Your touch (or ghostly weapons) can harm the living (ignores armor); You remain manifest for as long as you concentrate; pain or shock or direct sunlight threaten your concentration, for sure.
TETHERED: Choose something to which you are bound: your mortal remains, the place where you died, an object of personal significance, etc. When you are reduced to 0 HP, mark a consequence and your essence disperses until the next sunset. You reform near your tether with half your max HP. If your tether has been destroyed, mark the Final Consequence.
UNLIVING: You do not breathe. You need not eat nor drink nor sleep. You do not heal normally. You gain no benefit from magical healing, Make Camp, Recover or Convalesce.
Consequences — When you first take this insert, choose 1. Choose another whenever a move tells you to do so: BODYSNATCHER, POLTERGEIST, BREAKDOWN, SPECTER, UNSTABLE (Requires Breakdown), DISTURBING, QUARRY, OTHERWORLDLY (when you manifest a ghostly form, strange things happen: statues weep, rocks bleed, plants wither, water pools on ceilings, etc.). The Final Consequence: Your tenuous connection to humanity is lost and you become a monster under the GM's control.