Signals Ghost

Electronic warfare operator.

The Signals Ghost lives in the spectrum -- the invisible Ocean of radio, microwave, laser-link, and Kadiss carrier waves that blankets connected settlements. While the Deck-Hacker breaks into systems and the AI-Wrangler commands machine intelligence, the Signals Ghost controls the medium itself: the signals that carry information, the sensors that detect threats, the communications that coordinate enemies. The Ghost does not break the lock. The Ghost ensures the lock never knows the Ghost is there.

Asset Realisation books the Signals Ghost as "electronic warfare asset -- sensitive." The Ghost's EW rig is corp property, issued on contract and recovered on termination (of contract or of Ghost). The rig is worth more than the Ghost. A Ghost who loses their rig is reclassified as "asset -- decommissioned pending recovery of equipment." Corps deploy Ghosts in pairs: one to operate, one to ensure the rig comes back.

The Ghost wears no armour. The rig is sensitive -- electromagnetic shielding, antenna arrays, signal processors that would be scrambled by any armour plating heavier than a vac-suit liner. The Ghost is fragile, Stationary, and the most important person in any engagement where sensors and communications matter. The enemy's guns cannot hit what the Ghost has blinded. The enemy's reinforcements cannot arrive if the Ghost has jammed the call.

Operating on the Tech chassis (d6 HD, half BAB, Fort/Ref poor, Will good, 4 SP). Pistol and knife -- the Ghost's real weapon weighs 5 lbs, costs 500 rek to replace, and controls the electromagnetic spectrum. Prime requisites: INT (signal analysis) and WIS (knowing when to jam, when to listen, and when to go silent).

Rules Reference

FieldValue
Armor AllowanceNone
Bab Tierhalf
Base Skill Points4
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesINT, WIS
Prime RequisitesINT, WIS
Save Tiers / Fortitudepoor
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife

Notes

Archetype Niche: The Signals Ghost is the party's electronic invisibility cloak. Spectrum Warfare jams enemy sensors and communications while ghosting the party from electronic detection. Comm Intercept provides real-time tactical intelligence -- enemy positions, plans, and command locations. Ghost Protocol is the ultimate stealth tool: the party simply disappears from the electronic battlefield. The Signals Ghost's niche is control of the electromagnetic spectrum: the enemy fights blind while the party sees everything.

Multiclass Notes: Signals Ghosts can multiclass with Deck Hacker and AI-Wrangler archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Scanner

FieldValue
bab0
fortitude0
level1
reflex0
skillPoints16
titleScanner
will2
xp0

Jammer

FieldValue
bab1
fortitude0
level2
reflex0
skillPoints4
titleJammer
will3
xp3000

Signals Ghost

FieldValue
bab1
fortitude1
level3
reflex1
skillPoints4
titleSignals Ghost
will3
xp6000

Spectrum Rider

FieldValue
bab2
fortitude1
level4
reflex1
skillPoints4
titleSpectrum Rider
will4
xp12000

Master Ghost

FieldValue
bab2
fortitude1
level5
reflex1
skillPoints4
titleMaster Ghost
will4
xp24000

Grand Ghost

FieldValue
bab3
fortitude2
level6
reflex2
skillPoints4
titleGrand Ghost
will5
xp48000

Spectrum Lord

FieldValue
bab3
fortitude2
level7
reflex2
skillPoints4
titleSpectrum Lord
will5
xp85000

High Spectrum Lord

FieldValue
bab4
fortitude2
level8
reflex2
skillPoints4
titleHigh Spectrum Lord
will6
xp130000

Void Whisperer

FieldValue
bab4
fortitude3
level9
reflex3
skillPoints4
titleVoid Whisperer
will6
xp190000

High Void Whisperer

FieldValue
bab5
fortitude3
level10
reflex3
skillPoints4
titleHigh Void Whisperer
will7
xp260000

The Silent Band

FieldValue
bab5
fortitude3
level11
reflex3
skillPoints4
titleThe Silent Band
will7
xp340000

High Silent Band

FieldValue
bab6
fortitude4
level12
reflex4
skillPoints4
titleHigh Silent Band
will8
xp420000

Spectre of the Void

FieldValue
bab6
fortitude4
level13
reflex4
skillPoints4
titleSpectre of the Void
will8
xp500000

High Spectre

FieldValue
bab7
fortitude4
level14
reflex4
skillPoints4
titleHigh Spectre
will9
xp580000

The Invisible Fleet

FieldValue
bab7
fortitude5
level15
reflex5
skillPoints4
titleThe Invisible Fleet
will9
xp660000

High Invisible Fleet

FieldValue
bab8
fortitude5
level16
reflex5
skillPoints4
titleHigh Invisible Fleet
will10
xp740000

The Great Ghost

FieldValue
bab8
fortitude5
level17
reflex5
skillPoints4
titleThe Great Ghost
will10
xp820000

High Great Ghost

FieldValue
bab9
fortitude6
level18
reflex6
skillPoints4
titleHigh Great Ghost
will11
xp900000

Spectrum God

FieldValue
bab9
fortitude6
level19
reflex6
skillPoints4
titleSpectrum God
will11
xp980000

Supreme Signals Ghost

FieldValue
bab10
fortitude6
level20
reflex6
skillPoints4
titleSupreme Signals Ghost
will12
xp1060000

Special Abilities

Spectrum Warfare

FieldValue
level1
nameSpectrum Warfare

description: The Ghost's EW rig (5 lbs, 500 rek replacement) is the weapon. Computers and Hacking as class skills with +3 competence bonus. Jamming: standard action to jam enemy communications, sensors, or targeting within 100 feet (Computers DC 15 + target system complexity). Jammed targets suffer -4 to Perception (sensor-based), Gunnery, and initiative -- they are fighting deaf and half-blind. Interception: intercept wireless communications within 500 feet (Computers DC 15 + encryption level) -- the Ghost hears everything. Ghosting: the Ghost and up to 4 allies within 30 feet are invisible to enemy sensors and automated targeting for 1 minute (Computers DC 20, once per encounter) -- the rig feeds false returns, empty air, ghosts in the machine.

Comm Intercept

FieldValue
level3
nameComm Intercept

description: The Ghost listens and the enemy tells them everything. With 1 minute of monitoring, Computers check (DC = 10 + encryption tier: civilian 0, corporate +5, military +10, black-ops +15). Success yields: current enemy positions (from comm chatter), upcoming tactical movements (next 1d4 rounds of enemy plan), and location of the enemy command element. At level 8, the Ghost injects false communications -- spoofed orders, confusion -- enemies must make a Will save (DC = 10 + Ghost level + INT mod) or follow the false order for 1 round. At level 14, military-grade encryption yields in real time -- no military in the sector uses codes the Ghost cannot read.

Ghost Protocol

FieldValue
level5
nameGhost Protocol

description: The party disappears. Full-round action, Computers check (DC 20). On success, the party is removed from all active sensor feeds, tracking systems, and Kadiss surveillance for 10 minutes per Ghost level. The party cannot be tracked electronically. Their Kadiss profiles show them elsewhere -- the Ghost has spoofed the grid itself. Automated defences treat them as friendly unless they attack. At level 11, Ghost Protocol also masks the party's ship signature -- civilian transponder code, cold weapons, nothing to see. At level 17, Ghost Protocol activates as a standard action and blankets a 1-mile radius. The Ghost has become a walking hole in the Kadiss grid.