To create a digital ghost of another creature, first apply the
weak creature adjustments. All digital ghosts gain the following abilities.
Darkvision Techsense (imprecise) 30 feet A digital ghost senses creatures and items with the
tech trait at the listed range.
Device Bound A digital ghost can stray only a short distance from the device where they're stored. A typical limit is 120 feet.
Backup (
tech) An offline copy of the digital ghost is stored in a device. When an active digital ghost is destroyed, it reforms after 2d4 days within the device that the copy is stored in, fully healed, but with no memory of what destroyed them. A digital ghost can be permanently removed from that device by attempting a
Computers check against the digital ghost's Will DC. On a success, the copy of the digital ghost is purged from the device, and no new copies will be generated. On a critical success, any active copies are also purged.
Immunities bleed,
death effects,
disease,
doomed,
drained,
fatigued,
healing,
nonlethal attacks,
paralyzed,
poison, precision,
sickened,
spirit,
unconscious,
vitality,
void Resistances all damage 5 (except
force,
ghost killer, or
mental; double resistance vs.
archaic). This resistance increases to 10 at 9th level and 15 at 16th level.
Fly Speed equal to its Speed
Malware Infection [three-actions] (
concentrate,
tech)
Frequency once per day;
Effect The digital ghost attempts to infect an item with the
tech trait being held or used by a creature within 30 feet. The bearer can attempt a Will save.
Critical SuccessThe item is unaffected, and the digital ghost can't use Malware Infection for 1 week.
SuccessThe item is unaffected.
FailureThe item becomes
glitching 2.
Critical FailureThe item becomes glitching 2, and an offline digital ghost based on the bearer is created on the device in 2d4 days.
Virtual Arms (
tech) A digital ghost's weapons deal
mental damage, have the
ghost killer upgrade, and disappear if dropped.