Re: The Grand Hotel ((OOC III))
Moving this over from the almost-closed thread:
First: one "house rule" I'd strongly suggest is this: While incorporeal, the Harrowed cannot harm any corporeal being or item in any way. Period. You also can't hurt them by coming out of incorporeal, such as sticking your hand into someone and becoming solid, or dropping an object on them and letting it become solid. Any clever attempt to bypass this will receive a brief applause, followed by you taking whatever damage you would have dealt. They take nothing.
Yes, this is unfair if they can hurt you, since you can't hurt them. Oh well.
Second, I'm not fond of the fate chip to activate thing, but I see that the problem is rapid switching. So, how about this: it takes an opposed Spirit roll, modified by Dominion, to activate (still a free roll at the start of your turn), and if you succeed, you're intangible for 3 rounds. This is in line with other powers, most of which are 3/1. However, in order to come out before the time is up, you need to make another Spirit roll and spend a fate chip. Failure means you stay insubstantial. This also requires an action; you can take a -2MAP to do something else that turn, as normal. (Special note: if you succeed in the activation roll with a raise, you get a +2 to the roll to end early.)
I don't like making it a Dominion roll, because if I succeed a lot, then I might get more control over the Manitou.
This brings it more in line with other powers, since there's a duration. However, by limiting your ability to switch, you remove most of the tactical cheese from the power. On top of that, Stray and other GM's should define what a Ghosted character can and cannot do, making it a liability in some situations.
Also, I like the idea that you can't ghost through certain substances. Anything lined with Ghost Rock seems appropriate, as would anything warded magically (or by any AB in Deadlands, as defined by GM).