TEXT: gear: Heavy gloves, encounter suit, 
  cloak, breather-mask, air-tank, goggles, 
  cable and clamps, lightning-hook, 
  magnetic boots, spirit-flares, lightning-
  oil canister (4 uses), and choose one 
  loadout, at right:
  Rook
   
  
  : Heavy lightning-hook.
  Spider
   
  
  : Lightning-web thrower, 
  bandolier of spirit bottles (4).
  Owl
   
  
  : Spirit-goggles, spare 
  lightning-oil canister (4 uses).
  Anchor
   
  
  : Heavy encounter-suit 
  (1-armor, electro-field).
  lines worked
  Skovlan: Upper 
   
  
  (iii)
  Skovlan: Lower 
   
  
  (ii)
  Akoros: Duskwall 
   
  
  (i)
  Akoros: Heights 
   
  
  (ii)
  Akoros: Bayside 
   
  
  (i)
  Akoros: Pass 
   
  
  (iii)
  Iruvia: Islands 
   
  
  (ii)
  Iruvia: Cloudspire 
   
  
  (ii)
  Iruvia: Lakewood 
   
  
  (i)
  Sevoros: Highland 
   
  
  (iii)
  Sevoros: Plains 
   
  
  (ii)
  Sevoros: Coast 
   
  
  (iii)
  roles
  Rook
   
  
  Spider
   
  
  Owl
   
  
  Anchor
   
  
  ghosts cleared
  
  
  
  
  
  
  
  
  
  ghosts silenced
  
  
  
  
  rook, spider, owl, anchor
  choose two gifts from your homeland, below
  level 1: apprentice
  Clear 10 ghosts
   
  
  Work 3 lines
   
  
  Work 2 roles
   
  
  level 2: journeyman
  Clear 30 ghosts
   
  
  Silence a ghost
   
  
  Work 6 lines
   
  
  Work every role
   
  
  level 3: master
  Clear 60 ghosts
   
  
  Silence 12 ghosts
   
  
  Work all 12 lines
   
  
  Train a new bull
   
  
  Skovlan
  Bold
   
  
   (+1 steel)
  Tough
   
  
   (-1 harm)
  Wild
   
  
   (+1 if trauma 9+)
  Hardy
   
  
   (no scar effect)
  akoroS
  Sharp
   
  
   (+1 insight)
  Connected
   
  
   (+6 favors)
  Shrewd 
   
  
  (+1 chit/line)
  Noble 
   
  
  (+1 will)
  SevoroS
  Hard
   
  
   (+1 force)
  Vicious
   
  
   (+1 harm)
  Cruel 
   
  
  (+1 if harm 9+)
  Cold
   
  
   (-1 trauma)
  IruvIa
  Nimble
   
  
   (+1 finesse)
  Attuned
   
  
   (assist is +2)
  Sly 
   
  
  (free insight q)
  Swift 
   
  
  (you’re faster)
  ghosT LinEs
  force
  When you employ force, roll+force and choose options. 
  On a 12+, three. On a 10 or 11, two. On a 7-9, one.
  You inflict great harm.
   
  
  You suffer little harm in return.
   
  
  You drive them back, seize something, or create 
   
  
  an opportunity.
  finesse
  When you employ finesse, roll+finesse and choose 
  options. On a 12+, three. On a 10 or 11, two. On 
  a 7-9, one.
  You do it quickly.
   
  
  You avoid trouble, compromise or cost.
   
  
  You do it impressively, stylishly or to greater effect.
   
  
  insight
  When you employ insight, roll+insight. On a 12+, 
  hold three. On a 10 or 11, hold two. On a 7-9, hold 
  one. Spend your hold 1-for-1 during the scene to 
  ask the GM questions from the list:
  What’s really going on here?
   
  
  What should I be on the lookout for?
   
  
  What’s the best way to _______?
   
  
  What are they really feeling? What do they want?
   
  
  How could I get them to _______?
   
  
  On a miss, you gain no hold, but may ask one right now.
  assist
  For every move above (force, finesse, insight), 
  you may also spend one of your choices on these:
  You assist someone, they take +1 to their roll.
   
  
  You interfere with someone, they take -2.
   
  
  steeL
  When you steel yourself against injury, duress, or 
  supernatural horrors, choose an action below that 
  you hope you don’t do, and roll+steel. On a 10+, 
  you do none of them. On a 7-9, you do one you 
  didn’t pick, GM chooses. On a miss, it’s the one you 
  don’t want.
  Freeze up, leave myself wide open.
   
  
  Panic, disengage, flee.
   
  
  Collapse, let go, give up.
   
  
  Rage, lose control, do unintended harm.
   
  
  Suffer more trauma or harm.
   
  
   
  Lightning-Oil:     
  force
  finesse
  insight
  steeL
  note: when you are instructed to roll, sum two 
  six-sided dice and apply the indicated modifier.
  downTime
  When you have downtime off work, choose one:
  Hit the pub.
   
   Heal trauma (if above 6 o’clock, 
  heal to 6. If 6 or below, heal all).
  Visit the physicker. 
   
  Heal harm (if above 9, heal 
  to 9. If at 9, heal to 6. If 6 or below, heal all).
  Work a side job.
   
   Choose: bouncer, courier, 
  craft, crematorium, crime, distillery, docks, 
  forge, leviathan-hunting, slaughterhouse, 
  stables, trade. Collect 2-stash or 1-favor.
  You may choose additional options by spending chits, 
  1-for-1. You may choose the same option twice.
  LEvEL
  badgE
  namE
  roLe
  homeLand
  THe third age
  3
  9
  10
  11
  6
  harm
  3
  9
  10
  11
  6
  Trauma
  chits
  stash
  favors
  scars
  -
  1
   
  f
  o
  r
  c
  e
  -
  1
   
  f
  i
  n
  e
  s
  s
  e
  horror
  -
  1
   
  i
  n
  s
  i
  g
  h
  t
  -
  1
   
  s
  t
  e
  e
  l
  
  against the supernaTural
  When you lead the bulls against a ghost, the GM will ask you questions:
  Have you completed your apprenticeship? If so, take +1.
   
  
  Have you completed your journeymanship? If so, take +1.
   
  
  Are you a master line bull? If so, take +1.
   
  
  Do you have the support of another gang? If so, take +1.
   
  
  Did you hold an anchor lottery? If there’s no 
   
  
  Anchor, take -1.
  Do you have a bull in every other role: 
   
  
  Rook, Spider, and Owl? If not, take -1.
  Do the other bulls swear to follow your orders without hesitation? If not, take -1.
   
  
  Have you worked this line/area before? If not, take -1.
   
  
  Then roll and choose options. On a 12+, all three. On a 10 or 11, two. On a 7-9, one.
  You seize the initiative.
   
  
  You maintain an orderly disposition; the bulls are deployed where you want them and 
   
  
  are ready for action.
  You seize a particular opportunity or advantage; bulls take +1 ongoing while exploiting 
   
  
  that advantage.
  In addition, the bull who leads the team makes the opening move against the ghost(s):
  Anchor
   
  
  : secure the ghost’s attention and draw it into contact with you (steel).
  Spider
   
  
  : use a lightning-web (finesse) to tether the ghost to a spirit-bottle.
  Rook
   
  
  : use a lightning hook (force) to tear the ghost loose from the train and/or 
  weaken it.
  Owl
   
  
  : Study the ghost and situation with your spirit-goggles (insight) to determine 
  the best gambit.
  character creation
  Choose a badge and name (below). Choose a 
  homeland and two gifts. Assign points to Force, 
  Finesse, Insight, and Steel so they total +2 (max 
  +3, min. -1). So you might choose [+1, 0, 0, +1], for 
  example. Or [+2, 0, 0, 0]. Or [0, +3, -1, 0].
  names
  Your badge has a name on it, chosen from the 
  registry of the Purified, as tradition demands:
  Brogan, Tyrconnell, Dunvil, Comber, Millar, Slane, 
  Strangford, Nevis, Dalmore, Edrad, Lomond, Clelland, 
  Arran, Scapa, Kinclaith, Coleburn, Penalten, Strathmill, 
  Haig, Morriston, Penderyn, Danfield, Hellyers, 
  Wasmund, Templeton, Michter, Bowman, Prichard, 
  McKeel, Wathen, Clermont, Rowan, Booker
  You also have a personal name:
  Caul, Adric, Amison, Andrel, Milos, Stev, Laudius, 
  Phin, Wester, Bragon, Vond, Mardus, Brance, Canter, 
  Carro, Morlan, Timoth, Arvus, Clard, Kristov, Wonck, 
  Orlence, Astin, Boury, Hance, Kale, Lanvell, Larn
  Lenia, Tesslyn, Veretta, Sethla, Vey, Polonia, Bry, 
  Talitha, Arden, Candra, Cavelle, Brena, Vauri, Emeline, 
  Volette, Lynthia, Cyrene, Arcy, Quess, Roethe, Kamelin, 
  Lauria, Lizete, Corille, Daphnia, Carissa, Odrienne, 
  Casslyn, Arilyn, Naria, Vestine
  impose your wiLL
  When you impose your will to get your way, roll.
  If your steel is greater, take +1.
   
  
  If your level is greater, take +1.
   
  
  If you are a Noble of Akoros, take +1.
   
  
  If you threaten bodily harm, and your 
   
  
  force is 
  greater, take +1.
  On a 12+, they are so overwhelmed they do what you 
  say without another thought. On a 10 or 11, they 
  choose: either do what you say, or take 2-trauma. On 
  a 7-9, it’s 1-trauma. If you threatened bodily harm, 
  they can force your hand and take the threatened 
  harm instead of trauma.
  harm & Trauma
  Harm severity, by no. of clock sections:
  Punches, wrestling, indirect electricity, choking 
  1. 
  deathland fog.
  Vicious beating, lightning hook jolt, 
  2. 
  manifestation attack by ghost.
  Deadly weapons, lightning hook surge, major 
  3. 
  manifestation attack from a ghost.
  Electrocution, explosion, major fall/impact.
  4. 
  Fall from moving train, set on fire.
  5. 
  Trauma severity, by no. of clock sections:
  See a teammate hurt, encounter a ghost, assault 
  1. 
  a person.
  See a friend hurt, teammate badly hurt, mild 
  2. 
  supernatural weirdness, approach a ghost, assault 
  a person with deadly force.
  Direct contact with a ghost, friend badly hurt, 
  3. 
  teammate killed, commit murder.
  Psychic assault from ghost, friend killed.
  4. 
  Assault from major supernatural power.
  5. 
  When you take harm to 12 o’clock, you die. When you 
  take trauma to 12 o’clock, your mind shatters.
  You can avoid an instance of harm or trauma by choosing 
  to mark a scar or horror, respectively, instead. Scars 
  and horror are permanent. Fill them in clockwise.
  leveLs
  You start at Level 0. When you level up, choose another 
  gift from your homeland, or from a land in which you 
  have worked any combination of 4 lines/jobs. When 
  you become a master, add +1 to a stat (max +3).
  
  events on the Line
  The train has to stop
  1. 
  . Need repairs, damaged 
  track, loss of power, demands of an important 
  passenger (a natural philosopher, noble), 
  imperial orders, spirit-well spotted, weather.
  The train can’t stop
  2. 
  . Engineer incapacitated, 
  throttle damaged, demands of an important 
  passenger, imperial orders, impending weather.
  Supernatural event. 
  3. 
  Time slows/speeds up, 
  landscape shifts, mass delusions/hysteria, 
  amnesia, strange weather (fire rain, black wind).
  Ghost. 
  4. 
  Does anyone recognize them?
  Ghosts, several.
  5. 
   Whose name do they call?
  Ghost, major.
  6. 
   Not necessarily a human 
  spirit. Worth 5-clears.
  spectrology
  Soul
   
  
  . A living body with its own spirit.
  Possessed
   
  
  . A living body w/ 2 or more spirits.
  Hollow
   
  
  . A living body without a spirit.
  Undead
   
  
  . A dead body with a spirit.
  Ghost
   
  
  . A spirit without a body.
  Spirit-Well
   
  
  : A rift in reality where ghosts 
  and other supernatural beings congregate to 
  draw energy.
  Electroplasm
   
  
  : The energetic residue 
  that remains when a ghost is “silenced” 
  (destroyed). Handle with extreme caution.
  Witch
   
  
  : A person who is sensitive to spirits. 
  May be able to summon and communicate 
  with ghosts, but most people don’t believe in 
  such powers.
  on the ghost lines
  It is the year 891 of the Imperium that united the 
  shattered isles of the cataclysm under one rule—all 
  glory to his majesty the Immortal Emperor.
  You work the ghost lines—the electro-railroad that 
  passes through the ink-dark deadlands between 
  cities. Spirits of the dead—free to roam the 
  world since the gates of death were broken in the 
  cataclysm—often get entangled in the powerful 
  electrical field generated by the trains.  Line bulls 
  like you walk the length of the cars, magnetized 
  boots clanking and breather-mask hissing, to clear 
  the offending spirits with your lightning-hooks 
  before they do too much damage.
  Each city of the Imperium is encircled by crackling 
  lightning-towers to create an electrical shell that 
  spirits cannot penetrate. By law, all corpses are 
  incinerated with lightning-oil (to destroy the spirit 
  essence within) but wealthy citizens, heretics of 
  the spirit cults, or the criminal element often 
  arrange for a ghost to escape destruction at the 
  crematorium. So called “rogue spirits” are also dealt 
  with by bulls like you. For a fee, of course.
  When the frontier scouts of the Imperium (the 
  Hounds) find a spirit-well in the deathlands, they 
  sometimes call in an experienced gang of bulls to 
  help clear it out. This is the most dangerous work— 
  far from the relative safety of the electro-rail and 
  the possibility of a quick escape on the line. But the 
  pay is substantial, and a bull that clears a spirit-well 
  and survives might just scrape together enough of 
  a stash to retire in style someday.
  chits, stash, favors
  When you work a line, you get paid in ChItS: 
  stamped lead slugs you can redeem for food, housing, 
  and sundries from the Imperial Rail Office.
  Line rating x Level = 
   
  
  Chits earned.
  You also get 1+Level hazard pay for being the 
  Anchor, and +1 chit for each ghost cleared. 
  You can spend chits during downtime to recover 
  from your harm and trauma, work a side job, etc.
  Your StaSh is the loot you’ve hidden away for your 
  retirement. The bigger your stash, the better off you’ll 
  be. Your stash is like your score in the game.
  Stash 0:
   
   Lost soul. You die alone in the gutter.
  Stash 1-10: 
   
  Desperate beggar. You die on the 
  street, cold and forgotten.
  Stash 11-20:
   
   Poor soul. You die in a reeking 
  flophouse, awash in booze and misery.
  Stash 21-30:
   
   Meager. You die in a tiny (but 
  warm) hovel that you can call your own.
  Stash 31-40:
   
   Modest. You die in a simple 
  home or apartment, with some small comforts.
  Stash 41-50:
   
   Fine. You die in a well-appointed 
  home or apartment, claiming a few luxuries.
  FavorS can be earned by working a side job. You 
  can spend favors on the following: 
  1 Favor: +2 ghosts cleared, different line 
   
  
  assignment, request specialty gear.
  2 Favor: +1 line worked
   
  
  3 Favor: +1 role worked, request custom gear.
   
  
  4 Favor: Get secret information, make a 
   
  
  powerful contact, make a major request.
  side Jobs
  When you work a side job, roll 1d6.
  On a 1, there’s a complication. The GM will say 
  how you make an enemy, get put in a bad spot, 
  or are on the hook for a favor.
  On a 2, 3, or 4, you work the job and also hear a rumor 
  about ghosts (see tables on following page).
  On a 5, you work the job and also choose: you 
  earn +2 stash, or get a solid lead on ghost work 
  (see tables on following page).
  On a 6, you work the job and also choose: you earn 
  +2 stash, or +1 favor, or get offered a job doing 
  ghost work by someone who can pay well (GM 
  will give you the details).
  GM: When they work a side job, give their 
  employer a name, homeland, and distinguishing 
  feature. Keep track of these NPCs and use them 
  to fill out the world around the PCs.
  gear & OiL
  Ghost-clearing gear runs on leviathan oil (aka 
  “lightning-oil”). One use will power up an item. 
  The GM may charge further oil uses depending 
  on circumstances and the outcome of rolls.
  Specialty Gear:
  Crimson Elixir
   
  
  . A small vial of reddish 
  fluid. Heals 1-harm instantly upon imbibing.
  Violet Remedy
   
  
  . A small vial of purple fluid. 
  Heals 1-trauma instantly upon imbibing.
  Lightning Cage
   
  
  . A set of portable rods, 
  cables, and generator that can produce an 
  electrical barrier that spirits cannot pass. 
  
  freeLance patrons
  1
  2
  3
  4
  5
  6
  1
  Collector
  Banker
  Refugee
  Hound
  Drug 
  Dealer
  Noble
  2
  Natural 
  Philosopher
  Explorer
  Tradesman
  Sailor
  Mercenary
  Underworld 
  Boss
  3
  Detective
  Official
  Scholar
  Spy
  Courier
  Diplomat
  4
  Guard
  Merchant
  Judge
  Ship 
  Captain
  Shopkeeper
  Soldier
  5
  Clerk
  Journalist
  Smuggler
  Revolutionary
  Clergy
  Demon
  6
  Assassin
  Thief
  Witch
  Pimp or 
  Madame
  Artist
  Doctor
  rumors / Leads
  1
  2
  3
  4
  5
  6
  1
  Someone is making hollows 
  to provide cheap labor.
  Someone is selling a “cure” 
  for hollows.
  Someone is running a gang 
  made up of hollows.
  A Bull was hollowed for daring 
  to touch a royal during a job.
  Someone saw hollows gather at 
  the old relic in the square.
  Someone is offering a bounty 
  on hollows brought in alive.
  2
  The Church of the Ecstasy of 
  the Flesh will buy inhabited 
  spirit bottles.
  Someone is buying and 
  selling inhabited spirit bottles 
  at a bar under the docks.
  An explorer claims to have a 
  map showing every spirit-
  well in the deathlands.
  The “abandoned” northern 
  rail line is used to ship spirit 
  bottles... somewhere.
  There are secret doors in the 
  city that only witches/ghosts/
  undead/possessed can see.
  There’s an ancient ghost in 
  Blackvale tower that’s older 
  than the cataclysm.
  3
  The night market is run by 
  undead.
  A highly-placed Imperial 
  official is possessed.
  Some wealthy citizens are 
  throwing “possession parties.”
  Witches have powers because 
  they have a demon bloodline.
  Someone is trying to organize 
  a union for line Bulls.
  Someone will pay Bulls to 
  smuggle goods on the lines.
  4
  A non-human spirit has been 
  seen around the docks.
  Someone is running a ghost-
  animal menagerie.
  People live on an island off the 
  coast, with no electro-barrier.
  An inventor has built a “spirit-
  locator” and needs testers.
  There is a witch who can call 
  ghosts from your bloodline.
  There is a wealthy undead 
  who offers strange jobs.
  5
  Someone at the university 
  will trade for electroplasm.
  Someone is refining 
  electroplasm into a drug.
  A tattooist has been mixing 
  her ink with electroplasm.
  Violet Remedy is made from 
  electroplasm!
  A “ghost ship” has been 
  spotted off the coast.
  The Emperor is responsible 
  for the broken gates of death.
  6
  There’s a spirit-well 
  somewhere inside the city.
  There’s a Hound that takes 
  bribes to keep spirits hidden.
  Several key Church officials 
  are spirit cultists.
  A spirit cult meets in an 
  ancient temple under the city.
  Demons from myths are real, 
  and are behind the spirit cults.
  Spirit cultists are smuggling 
  ghosts in possessed people.
  city events
  1
  2
  3
  4
  5
  6
  1
  Plague
  Festival
  Raids
  Revolution
  Accident
  Disaster
  2
  Refugees
  Political 
  Trouble
  Prohibition
  Construction
  Supernatural 
  Weather
  Crime 
  Spree
  3
  Demolition
  Election
  Scandal
  Martial Law
  Conscription
  Exodus
  4
  Shortage
  Excess
  Discovery
  Paranoia
  Assassination
  Witch 
  Hunt
  5
  Parade
  Celebrity
  Holiday
  Riots
  Lockdown
  Hysteria
  6
  Charity
  Strike
  Prison 
  Break
  Diplomacy
  Siege
  Spirit Cult 
  Gatherings
  side job, result 6
  side job, results 2-4. on a 5, for a solid lead, give them a name and details, too.
  Writing & Design: John Harper.
  Art: Bob Basset (gas masks), James Paick (train).
  Playtesters: Allison Arth, Suzanne Asprea, 
  Keith Anderson, Jonathan Walton, Mike 
  Standish, Judd Karlman, Jim DelRosso, 
  Charlotte Williams.
  Inspired by: Apocalypse World by V. Baker; 
  Dishonored by Arkane Studios; Ghostbusters by 
  D. Aykroyd, H. Ramis, I. Reitman; Final Fantasy: 
  The Spirits Within by A. Reinert & J. Vintar; 
  Planarch Codex by J. Walton; MicroTraveller by 
  C. Bennett.
  version 1.5 | january 2013 | onesevendesign.com/ghost_lines.pdf
  License: Creative Commons attribution non-commercial share-alike. (cc by-nc-sa)
  credits
  ghost QuaLities
  Add +1 to roll for each decade of ghost existence.
  Jealous, desperate, violent, hysterical, skittish, fleeting.
  1. 
  Curious, conniving, deceptive, clever, probing, knowledgeable.
  2. 
  Prophetic, insightful, true, revelatory, guiding, instructive.
  3. 
  Reactive, territorial, dominant, insistent, bold, demanding.
  4. 
  Angry, unpredictable, aggressive, wild, savage, vengeful.
  5. 
  Mad, chaotic, vengeful, bizarre, destructive, insane. 
  6. 
  npc features
  Patient, kind, forgiving, gentle.
  1. 
  Wild, uncouth, savage, rough.
  2. 
  Suspicious, calculating, sly.
  3. 
  Honorable, direct, dependable.
  4. 
  Weird, spooky, secretive.
  5. 
  Loyal, stalwart, headstrong, 
  6. 
  uncompromising.
  
SOURCE: textdata/thevault/Ghost Lines (PbtA)/Ghost Lines.pdf