GHOSTWALKER
   A ghost walker is someone who has
mastered the ability of drawing upon
the realm of the undead to enhance
his or her combat abilities. Ghost
walkers must possess a MA of 10 and
have come close to death (endurance
of 3 or less) or have actually died at
one point. Their brush with death has
given them a special link to draw upon
the realm of the undead. Ghost
walkers add +2% to their strike chance
with primary weapon for each rank.  At
ranks 2, 5 and 8 they add +1 damage
as they advance in their training.
Rank 2: Disturbing Aura:  Opponents must roll under 4 X WP or suffer -5 IV and -5  damage when facing the
ghost walker in melee.
Auto-step – You may step through an object 5 feet or less thick with no chance of
materialization and at your regular movement speed.

Rank 4: Ghost Form: By concentrating for 6 pulses a ghost walker may turn him or herself and their
equipment into an ethereal form for 6 pulses at the cost of 1 FT. While in this form they may not use weapons
or manipulate objects. Feign Death: ghost walker appears dead and any damage short of cutting off head or
limbs is reduced by ¾.  Opponents will treat ghost walker as dead unless they roll under PC.  Weapons now
act as ghost touched.

Rank 6: Multiple strike with primary weapon. Defensive phasing: A ghost walker may roll under 5 X MA to allow
a ranged or thrown weapon to pass harmlessly through him or her. This ability cost 1 FT to use. Immune to
fear and fright table.

Rank 8: Phase Form: The ghost walker may turn into ghost form in a single pulse, and may make part of his
or her body remain solid.  The duration for ghost form is now 12 pulses per fatigue. If used in combat the
ghost walker must roll under 3 X WP each pulse or will come out of ghost form and must pass the following
pulse. Step through attack – You may turn into ghost form a walk-through someone and then turn physical to
attack a person behind them. Roll under 4 X WP to succeed.

Rank 10: Weapon phase: The ghost walker can phase his or her weapon so that it by-passes armor. Unless
the armor specifically protects against incorporeal weapons its protection is ignored. This does not apply to
natural armor. This ability cost 2 FT to use and last for the duration of the combat. By spending 2 more FT
they can triple the chance of causing an endurance or grievous.  The weapon may not be used to parry or
evade while phased.