When is iron ‘iron’?
Ghosts are not vulnerable to modern steel. ‘Iron’ means wrought iron or cast iron. However, the effect of iron on ghosts is a mystical property, not a scientific one. Any iron-based artefact that is old (a century or more) and mysterious starts to take on ghost-damaging properties. This means medieval swords and Victorian shovels could count as ‘iron’ too even though they were made of steel.
What happens when ghosts lose their HP?
They take their Charnel Form and become jelly-like ectoplasm. They can be scooped up and carried in a sack or a bucket. If they are scattered, they are permanently destroyed. Otherwise, they regain their form again after the danger is passed, on 1d4 HP. Of course, sometimes they turn into Wights instead but assume that NPC ghosts just turn to ectoplasm unless your scenario mandates otherwise.
What happens when Wights lose their HP?
Since they only lose HP to Grave Damage, this will permanently destroy them. Gone forever.
What happens if you throw salt at a ghost?
It depends on the size of their Grave Die, but if they are repulsed by salt they have to use all their actions to move Far Away. You could assign a Usage Die the same size as their Grave Die and roll it every turn to see if it exhausts: when the last step exhausts, the ghost can return.
How long is a turn?
In combat, it’s a Moment. During exploration, it’s a Minute. During travel, it could be an Hour or a Day
What happens if a Harrow-Wight cannot reach its Mortal Coil?
If some sort of Ward prevents it from Predating, the Wight disappears into Hades and waits for the Ward to be removed. If the Wight is trapped by a Ward, it causes as much damage as it can to its immediate environment and waits to be freed. If this goes on for years, the Wight might become a Hel-Wight instead (and the ghost character is lost forever).
Can Demonism be used to attack mortals?
Yes. Roll your Demonism Usage Die for the damage. No test is needed to hit.
When ghosts Manifest or Possess, can they still interact with other ghosts?
Manifest just makes a ghost visible/audible to mortals; the ghost is still present for other ghosts and interacts with them normally. Possession hides a ghost from other ghosts (although Aura Perception will reveal the ghost’s presence); the ghost can still see the ghostly environment, but dimly (test STR, DEX or WIS at Disadvantage when attacking, dodging, listening or searching). The ghost is safe from most attacks by other ghosts or Wights (but takes damage from Predation and Demonism). A ghost who possesses a mortal has some protection from the Dread: the ghost will not take damage but is completely blinded to events in the ghostly world and tests at Disadvantage to fight or search for things in the Living World.