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
Field
Value
Armor Allowance
None
Bab Tier
half
Base Skill Points
4
Hd
d6
Hd Sides
6
Max Level
20
Primary Abilities
INT, WIS
Prime Requisites
INT, WIS
Save Tiers / Fortitude
poor
Save Tiers / Reflex
poor
Save Tiers / Will
good
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
0
skillPoints
16
title
Scanner
will
2
xp
0
Jammer
Field
Value
bab
1
fortitude
0
level
2
reflex
0
skillPoints
4
title
Jammer
will
3
xp
3000
Signals Ghost
Field
Value
bab
1
fortitude
1
level
3
reflex
1
skillPoints
4
title
Signals Ghost
will
3
xp
6000
Spectrum Rider
Field
Value
bab
2
fortitude
1
level
4
reflex
1
skillPoints
4
title
Spectrum Rider
will
4
xp
12000
Master Ghost
Field
Value
bab
2
fortitude
1
level
5
reflex
1
skillPoints
4
title
Master Ghost
will
4
xp
24000
Grand Ghost
Field
Value
bab
3
fortitude
2
level
6
reflex
2
skillPoints
4
title
Grand Ghost
will
5
xp
48000
Spectrum Lord
Field
Value
bab
3
fortitude
2
level
7
reflex
2
skillPoints
4
title
Spectrum Lord
will
5
xp
85000
High Spectrum Lord
Field
Value
bab
4
fortitude
2
level
8
reflex
2
skillPoints
4
title
High Spectrum Lord
will
6
xp
130000
Void Whisperer
Field
Value
bab
4
fortitude
3
level
9
reflex
3
skillPoints
4
title
Void Whisperer
will
6
xp
190000
High Void Whisperer
Field
Value
bab
5
fortitude
3
level
10
reflex
3
skillPoints
4
title
High Void Whisperer
will
7
xp
260000
The Silent Band
Field
Value
bab
5
fortitude
3
level
11
reflex
3
skillPoints
4
title
The Silent Band
will
7
xp
340000
High Silent Band
Field
Value
bab
6
fortitude
4
level
12
reflex
4
skillPoints
4
title
High Silent Band
will
8
xp
420000
Spectre of the Void
Field
Value
bab
6
fortitude
4
level
13
reflex
4
skillPoints
4
title
Spectre of the Void
will
8
xp
500000
High Spectre
Field
Value
bab
7
fortitude
4
level
14
reflex
4
skillPoints
4
title
High Spectre
will
9
xp
580000
The Invisible Fleet
Field
Value
bab
7
fortitude
5
level
15
reflex
5
skillPoints
4
title
The Invisible Fleet
will
9
xp
660000
High Invisible Fleet
Field
Value
bab
8
fortitude
5
level
16
reflex
5
skillPoints
4
title
High Invisible Fleet
will
10
xp
740000
The Great Ghost
Field
Value
bab
8
fortitude
5
level
17
reflex
5
skillPoints
4
title
The Great Ghost
will
10
xp
820000
High Great Ghost
Field
Value
bab
9
fortitude
6
level
18
reflex
6
skillPoints
4
title
High Great Ghost
will
11
xp
900000
Spectrum God
Field
Value
bab
9
fortitude
6
level
19
reflex
6
skillPoints
4
title
Spectrum God
will
11
xp
980000
Supreme Signals Ghost
Field
Value
bab
10
fortitude
6
level
20
reflex
6
skillPoints
4
title
Supreme Signals Ghost
will
12
xp
1060000
Special Abilities
Spectrum Warfare
Field
Value
level
1
name
Spectrum 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
Field
Value
level
3
name
Comm 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
Field
Value
level
5
name
Ghost 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.