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Spectral Bond is an emotional attribute that represents a human's ability to synergize with a
Greater Spirit that has been bound to them. Such a spirit is known as a Spectre, and such a
bond allows a human vessel to perform great feats in proportion to the abilities of their spectre.
This system is meant to serve as a stylistic elaboration on the mechanics of possession, being
loosely inspired by the Stands of JoJo's Bizarre Adventure and the Shinigami of Death Note.
Like Faith, Spectral Bond tests are open-ended, and the attribute can only be advanced with
successful tests. This ability can only be used by characters with the Vessel trait.
Vessel Dt 5 pts
Through some unnatural and sorcerous means, a Greater Spirit has been
bound to this human; such a being is known as a Spectre. Perhaps this spirit
sought a way to more directly influence the physical world, or perhaps the
human sought a source of great power. Or perhaps it was a complete
accident. Barring the work of an extremely capable exorcist, they are bound
together until the death of the human (or the death of the spirit). This trait
allows the vessel to tap into the emotional attribute Spectral Bond, and also
allows them to see clearly the form of their spectre as they would with
Celestial Sight. In addition, the human can also see the form of any other
spectre bonded to a human vessel.
A spectre also has stats, skills, and traits. Conspire with the GM to determine what exactly
these are -- and don't worry about coming up with every little detail. You can fill in the blanks
as they become relevant during play.
Spectral Communication
The spectre can speak to its vessel whenever it pleases, and vice versa. Language is no barrier
to this communication -- you understand each other fundamentally. This speech is not
telepathic, however. You must speak aloud and concern anyone in the physical realm within
earshot, and likewise the spectre can be heard by any nearby spirits (or supernaturally
perceptive humans). Conspicuous speech isn't the only way to communicate with your spectre,
though: notes, covert signals, and foreign languages are all fair game.
Astral Form
Spectres possess an astral form which they inhabit, like a body of sorts. This form can only be
sensed by vessels, sorcerers who have cast Magesense, or characters who make an Aura
Reading test (Ob 10 minus the exponent of the spectre's highest stat). While bonded, a
spectre's form is confined to within a few paces of their vessel. This bondage is a hefty price for
a spirit to pay, and they will expect much of their vessel in return.
A Broken Spirit
A spectre can be wounded by another spirit, a spirit weapon, a spell, or prayer (see the Spirit
Nature trait on p. 529 of the Codex), by targeting its form directly or by targeting its vessel's
body while the spectre inhabits it. Should the spectre take a wound, its vessel will take a
wound one degree lesser, i.e. if the spectre takes a Mortal Wound, its vessel will suffer a
Traumatic wound. The reverse is not true, however -- a vessel can take any amount of physical
damage without harming its bonded spectre.
Initial Exponent
To determine Spectral Bond's initial exponent, start at 0 and answer these questions. If you
don't know the answer to these questions, the GM will answer them for you.
Abilities
The Old Ways
A spectre may act as an Instructor to its vessel for any skill it possesses, so long as there is
time to do so (see "Learning From Another", p. 50 of Burning Wheel Gold). Test Spectral
Bond to gain a test for any skill your spectre has: Ob 1 for a routine, 2 for a difficult, 3 for a
challenging. Failure means that time spent counts only as practice for the skill.
Knowledge
Enables the spectre to help with a single test of an Academic-type, School-of-Thought-type, or
-Wise skill. Normal help rules apply, so the spectre must have a relevant skill. Ob 1.
Spectral Strength
The spectre channels its form through and out your body to help with a single test of martial
or physical nature. Normal help rules apply, so the spectre must have a relevant skill. Ob 3.
Helping Hands
Allows the spectre to reach out and help with a single test of any non-sorcerous nature that
would not be covered under Spectral Knowledge or Spectral Strength, such as Craftsman-type
tests. Normal help rules apply, so the spectre must have a relevant skill. Ob 2.
Empowerment
Grants the character one of the spectre's stats. Ob is equal to the stat exponent. +1 Ob if the
stat is gray-shade, +2 Ob for white-shade.
Transference
Grants the character one of the spectre's traits. Ob is equal to the cost of the trait.
Manifest
Release the spectre from its normal boundary and allow it to act on your behalf by making a
single test with one of its skills or stats, so long as it remains within (Spectral Bond Exp * 5)
paces of the vessel's body. If it attempts to pass this boundary, the spectre will suffer a light
wound and instantly be merged with its vessel once again. Ob 6.
Casting Time
As in Art Magic, casting time is equal to the base ob of the Spectral Bond test in actions. This
represents the combined time it takes for you to communicate your intention to your Spectre
and for the Spectre to channel its power.
Duration
Lend Me Your Eyes, Empowerment, and Transference may have their durations optionally
extended according to the table below. Declare your intent for the effect's duration before
rolling.
Agenda Advantage
The relation of your intent to your spectre's agenda affects whether you receive advantage or
disadvantage.
When acting directly against the agenda of the spectre: Make a Will Versus Will
test against the spectre. Take + Ob disadvantage equal to your margin of failure.
When acting in a manner unrelated to the spectre's agenda: No modifier.
When acting to directly advance the spectre's agenda: +1D advantage.
A Flexible Spirit
You may use either Bargaining or Persuasion to convince a spectre of the merits of an action
unrelated to its agenda, and thus gain advantage. For Bargaining, the ob is the spectre's Will.
For Persuasion, the ob is double the spectre's Will. Failing this test will put you at +1 Ob
disadvantage instead.
Unnatural Discipline
Failure with Spectral Bond has an important caveat: If you fail while acting against the spirit's
will or agenda, the spirit may take complete control over your body for a duration proportional
to the margin of failure. It will do everything in its power to undo what you have done, and
perhaps even find a way to teach you the consequences of betrayal.
A Perfect Fusion
Upon reaching exponent 10, the bond between spectre and vessel becomes so strong as to
render them indistinguishable. They have effectively fused into a single entity which takes on
all the best qualities of both the spirit and the human, ascending to a spiritual circle appreciably
higher than the circle to which the spectre belonged. This new entity takes on a new name,
and exists simultaneously in both the physical and astral realm. This entity can only be killed
by destroying its body in both realms, and it can always regenerate one form so long as the
other still lives.