Skillscombat 10 (4d6), perception 3 (2d6), movement 28 (7d6), tactics/reactions 3 (2d6), social skill 4 (2d6), magical skill 1 (1d6)
Banishment. Like most spirits (see spirit traits for more details), ghosts are extrmeeml hard to damage; and even when dispersed, they return the following day. However, every ghost has unfinished business - a task which, if fulfilled, permanently destroys the ghost. That task can be something trivial, or it might be almost impossible, but the task always exists.
Chill aura. Ghosts have a chill aura that can be felt out to 60'. Within 10' the aura causes 1d6 cold damage to any who begin their turn in it.
Telekinesis. A ghost's telekinesis attack allows it to fling nearby objects at its foes.
Unearthly keen. A ghost can emit an unearthly wailing keen whichmakes a mental atack against all who can hear it. Those successfully hit by the attack are made Afraid. For each victim successfully attacked in this way, the ghost recovers 1d6 HEALTH.