Age: ??? (appears to be early 20s)
Appearance: Height: 5"9'
Eye Color: Grey
Build: Lean and athletic
Apparel: Appeal 1: The black coat is a full-length black coat with a hood and a waist-high slit going up the back (similar to a duster). It has a large silver zipper that fastens at the top and zips down to seal the coat. It has silver drawstrings for the hood decorated with a large silver bead hanging from the end and a silver chain ornament adorned with four large cylindrical silver beads that fastens to a loop on either side of the collarbone region. Along with a pair of black gloves and boots
Ranger outfit: An attire made up of a long sleeved green linen shirt. With a leather vest over the shirt, and Tunic covering the shirt and vest. Short trousers fastened just below the knee. His left hand wearing a leather cuff. A pair of knee-high lightweight, soft-soled, brown leather boots.
A ranger's cloak: It is made of tightly woven wool and mottled green and grey with some brown. It also has a heavy, deep cowl, with a pull up mask of similar color scheme.(colors will be adjusted for season, and environment. )
Modern attire: A pair of properly tailored black pants and buttoned up white t-shirt. The sleeves rolled with a pair of white gloves. (these gloves are the same gloves as equipment, just taking a different form)
Ghost Body: his body is made up of ectoplasm giving him the power to shape shift or turn invisible. Cosmetic changes such as color or height require no energy. Changing to other animals Requires energy of -5 ENE.
Ghost Mind: The years of limbo has fortified his mind from mental assaults' giving him an edge over such assaults.
Ghost Soul: Gives him the active ability to "possess" things. And pseudo-immortality (cannot die to old age or non-magical means) Possession: Allows him to possess living things at the cost of energy. It can range from -1 ENE to all but one below his max ENE depending on how mentally strong the one being "possessed" is. Those that are strong can reverse possession to caging him in the possessed one. (a battle of the energy in this situation)
Some mediums secrete or emit ectoplasm in order to facilitate communication with ghosts. Used in:
-Creation: basic elements, assets, vessels; coating spiritual entities (such as himself) in ectoplasm may assist them in interacting with the physical plane and weapons. (+1 ENE replenished every 2 turns).
-Teleportation: With the map (item) and the use of energy,
depending on the range of teleportation can vary between(-1 ENE up to -5 ENE) he can teleport to certain places on the map, when no inhibitions are present.
Without the Map. Range is significantly reduced and cost (-10 energy) (Cooldown of 5 turns)
Ectofortitude: Such fortifications to the body can use between (-1 ENE up to ⅓ of his max ENE) to increase a stat by +1 up to ⅓ max ENE in equal exchange. Duration last for 4 turns, and is limited to 1 stat at a time currently.
Matching pair of black leather gloves with drawn runes in the palms; aiding Ghost to speed up the Ectoplasm Creation (See Ectoplasm Manipulation for more information) when equipped, it can help reduce the time (turns) and energy spent on creating more complex assets. When not worn Ectoplasm Creation can take up to double energy and time to create certain assets.
Trick Arrows: Enhanced with magical runes, for more durability and resistance against thicker and tougher targets.
-Multishot Arrow: When released, the arrow will burst into multiple flying arrow shard tips, for more damage purpose; Can be used offensively and defensively like flares to halt upcoming projectiles.
-Element Arrows: When shot the arrow takes on the property of one of the base type. (stated before hand) Lightning, water, fire, earth (wooden/regular ones) , air, or ice.
-Ecto Arrows: (See Ectoplasm Manipulation for more info) Ghost is able to draw Ectoplasm and shape it as an arrow from thin air
Book of Memories:
With it a purple key that "unlocks" the book.
Map (Dimensional Map):