Ghosts

If a soul remains tied to the mortal plane by unfinished business or some other supernatural compulsion, it becomes – or at least it is known as – a Ghost.

Incapable of finding eternal peace or interacting with the mortal world, it is an incredibly frustrating existence. Incomplete beings as they are, Ghosts can rarely aid their more corporeal friends in battle, and can also be compelled to. However, it does have its perks. For one, no mundane physical attack can harm or even interact with a Ghost (although some more determined spectres can develop the ability to momentarily manifest in order to perform certain tasks). Ghosts can also influence the feelings and actions of others with varying degrees of subtlety.

Ghosts tend to appear strikingly similar to how they did in life, although sometimes also display signifiers of their manner of death such as burns, bloodstains and even missing limbs. They often seem slightly transparent, the younger and weaker ones often more so than others, and always have chains, manacles or other symbols of bondage at least somewhere on their bodies. As a general rule, the more prominent chains, the more powerful the Ghost.

Ghost abilities come from practice, whether this takes the form of dissecting the mysteries of divination, spitefully toying with mortals or expressing frustration by flipping tables and hurling crockery (which often causes terrified mortals to call for an exorcist). Ghosts cannot meaningfully interact with the world around them, so there is little they can do but watch and learn.

TRAPPINGS

  • Ghosts all wear visually prominent signs of their spiritual bondage somewhere around their bodies (e.g. chains, ropes, manacles, collars, etc.)
  • All Ghosts have an anchor, a small object that connects them to this world and usually representative of a major event or theme of their or death. Examples include the gun that killed then or the toy they hugged while their house burned down around them.

CORE ABILITIES

INCORPOREAL

  • Ghosts cannot gamble soul points for physical points – they use their soul points in both realms
  • A Ghost takes no damage in the material realm unless they are hit with damage prefixed with SOUL
  • Ghosts cannot wield a weapon in either realm
  • A Ghost may freely switch between realms by calling SHIFTING to move from the material into the spectral realm and MANIFESTING to move from the spectral into the material realm. If hit by the BIND call, they are unable to do this for 10 seconds
  • A Ghost manifested in the physical realm is clearly a Ghost – objects pass through them, they float slightly and they are translucent and colourless

ESSENCE SCATTER

  • A ghost may take one point of soul damage (that cannot be resisted in any way) to call DISAPPEARING and go out of character (signified by crossed fingers held aloft). While still out of character, they must immediately move to the nearest fixed Reaper gate (usually the one at the outpost, but ask a ref if you’re unsure), whereupon they must drop back into character in the spectral realm. There is no limit to the number of times you can use this ability (other than your soul point total, of course)

PIERCING THE VEIL

  • Ghosts can see and hear individuals in both the spectral and material realms regardless of which realm they are currently in

THE POLTERGEIST

Ghosts cannot touch, and as such they cannot feel. For some, this feeling of enforced isolation changes from dispassion to frustration and anger, and in their rage, for one fleeting moment, they can touch. Pushing all of their will into a desire, such as a moment of pure, lashing anger, a Ghost can strike out at those around it with surprising power.

RANK 1: Stumble
XP Cost: 2
Frequency: Once per 30 minutes
Duration: N/A
Range: Earshot
Target: Single
Casting Time: Instant
Call: Strikedown
Description: The Ghost can lash out with a ripple of energy in order to trip a foe.

RANK 2: Lash Out
XP Cost: 1
Frequency: Once per 30 minutes
Duration: N/A
Range: Earshot
Target: Single
Casting Time: Instant
Call: Disarm
Description: The Ghost swats the weapon from a foe’s grip with a blast of sepulchral wind.

RANK 3: Cry of the Banshee
XP Cost: 2
Frequency: Once per hour
Duration: N/A
Range: Earshot
Target: Mass
Casting Time: Instant
Call: Mass Disarm
Description: A shriek of frustration and an unearthly gale blasts out from the Ghost, shaking those around them to the core.


THE CLAIRVOYANT

The threads of fate are many, and it takes great skill to discern them. The mysteries of the past are more firmly anchored (albeit still elusive), while those of the present change like the breeze. Futures are forever in flux, and catching a single thread in a sea of possibilities requires the skill of a true clairvoyant.

RANK 1: Visions of the Past
XP Cost: 2
Frequency: Once per 30 minutes
Duration: Variable
Range: N/A
Target: N/A
Casting Time: 10 seconds
Call: Effect
Description: Ask a ref one question relating to the past of a person, event or concept. The answer will come in the form of a cryptic vision, often heavily metaphorical. The answer may be only tangentially related or impossible to interpret, but usually some information can be gleaned with study.

RANK 2: Visions of the Present
XP Cost: 1
Frequency: Once per hour
Duration: Variable
Range: N/A
Target: N/A
Casting Time: 10 seconds
Call: Effect
Description: Ask a ref one question relating to a currently existing person concept. The answer will come in the form of a cryptic vision, often heavily metaphorical. The answer may be only tangentially related or impossible to interpret, but usually some information can be gleaned with study. Increasingly specific questions will produce increasingly cryptic visions.

RANK 3: Visions of the Future
XP Cost: 2
Frequency: Once per game
Duration: Variable
Range: N/A
Target: N/A
Casting Time: 10 seconds
Call: Effect
Description: The most powerful of the clairvoyance rituals. This ritual can foresee the future. However, this is far more difficult to look into than the past or present, and the more specific the question, the less accurate the answer.


THE LONELY

Ghosts are stuck in stasis, always feeling the same and never tasting, smelling or touching. Some reach out in desperation for a brief moment of contact, only to push away potential companionship as a result of the bitter memories it brings. With practice, these tendencies can be honed into a weapon.

RANK 1: Forsaken
XP Cost: 2
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: Single
Casting Time: Instant
Call: Repel
Description: The Ghost channels their bitter loneliness, using it to force others even further away.

RANK 2: Cold Comfort
XP Cost: 1
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: Single
Casting Time: Instant
Call: Attract
Description: The Ghost inexplicably draws their target towards them.

RANK 3: Siren’s Song
XP Cost: 2
Frequency: Once per game
Duration: N/A
Range: Earshot
Target: Mass
Casting Time: 5 seconds
Call: Mass Attract
Description: A Ghost with this ability is able to project an ethereal beacon that few can resist. More than one unfortunate victim has found themself inexorably drawn towards something unseen – and then into the blade of a Reaper or jaws of a Revenant.


THE SPIRIT

Ghost’s ephemeral natures make them uniquely suited to studying the mysteries of the soul. As such, they have access to abilities other archetypes can only dream of that allow them to save, soothe and restore their companions. Some Ghosts also learn darker techniques, siphoning emotions from mortals to bolster the echoes of their own.

RANK 1: Helping Hand
XP Cost: 2
Frequency: Once per 30 minutes
Duration: N/A
Range: Touch
Target: One willing target
Casting Time: 10 seconds
Call: Shifting
Description: You must touch the target and remain stationary for the casting time, after which both you and the target can call SHIFTING. Both you and the target must be in the same realm in order for this ability to work.

RANK 2: Soulstitcher
XP Cost: 1
Frequency: Unlimited
Duration: N/A
Range: Touch
Target: Single
Casting Time: 10 seconds
Call: Effect
Description: You lose one soul point in and heal the target for two soul points (capped at their maximum soul points).

RANK 3: Emotional Parasite
XP Cost: 2
Frequency: Once per hour
Duration: N/A
Range: Touch
Target: One mortal
Casting Time: 10 seconds
Call: Effect
Description: You restore one soul point by draining emotions from a mortal victim in order to bolster your own. Using this ability does not physically harm the target. This can only be used on mortals, and as such you cannot drain emotions from any supernatural entities, including other archetypes.


THE WITNESS

All things have an innate connection to the spirit realm – at least this is what mortal psychics and mediums would have others believe. For them, this is little more than the basis of parlour tricks. However, for Ghosts it is truth, with reading essences and energies just another part of undeath.

RANK 1: Psychometry
XP Cost: 2
Frequency: Once per 30 minutes
Duration: N/A
Range: Touch
Target: One object
Casting Time: 10 seconds
Call: Effect
Description: You discern the strongest emotion associated with this object – for example anger for a weapon used in a murder, sadness for a rejected love letter, etc. – as well as the last individual to own the item (in the form of a description, not a name). You may also learn anything unusual about the owner or the item, for example if a weapon was used by a murderer in a fugue state.

RANK 2: Anthropomancy
XP Cost: 1
Frequency: Once per hour
Duration: N/A
Range: Touch
Target: One
Casting Time: Instant
Call: Effect: Was that a lie?
Description: You are able to determine if an individual spoke dishonestly by inspecting the essence of their aura. Only you are privy to this information, so you should whisper the call to your target and have them whisper back.

RANK 3: Hand of the Haruspex
XP Cost: 2
Frequency: Once per game
Duration: N/A
Range: Touch
Target: One
Casting Time: 10 seconds
Call: Effect: You must answer the next question truthfully
Description: You are able to force a target to answer truthfully. They cannot refuse to answer the question.


THE CURSED

Hatred and bitterness are strong motivators. Particularly sadistic Ghosts learn the dark art of cursing, and with it the ability to sow emotion, desire and weakness in those they despise. Some merely live vicariously through the emotional torment they force their victims to endure, while others go so far as to inflict weakness and even death in order to sate their spiteful envy.

When performing a curse you may choose to have a ref inform the victim that they have been cursed instead of telling them yourself. If no ref is available at the time, you may either inform the victim yourself or wait for a ref to be available. A cursed individual is given a roleplay effect depending on the curse, and is aware that they have been cursed (but not who cursed them). If an individual could resist the ability they may do so, and you will be informed the curse has not taken root.

RANK 1: Curse of Emotion
XP Cost: 2
Frequency: Unlimited
Duration: 10 minutes
Range: In the same room as the target
Target: Single
Casting Time: 10 seconds
Call: N/A
Description: You may specify an emotion, which the target will then experience strongly for the duration.
RP Requirement: When casting a curse, it should be obvious to an observer that you are doing something supernatural – merely sitting in silence with your eyes closed is not sufficient. Other than this, the exact roleplay is up to you.

RANK 2: Curse of Heart
XP Cost: 1
Frequency: Once per 30 minutes
Duration: 10 minutes
Range: In the same room as the target
Target: Single
Call: N/A
Description: Specify a target and a recipient (the recipient can be yourself). The target must be in the same room as you, but the recipient may be anyone you have met before. The target feels an unexplainable attraction in some form towards the recipient – rarely romantic, but commonly an intense desire to impress, protect or please them. Unlike other curses, the target is aware of the curse only after the duration expires.
RP Requirement: See Curse of Emotion.

RANK 3: Curse of Waning
XP Cost: 2
Frequency: Once per game
Duration: 1 hour
Range: N/A
Target: One (requires an item closely associated with the recipient of the curse (e.g. clothing, hair, personal effect)
Casting Time: 30 seconds
Call: N/A
Description: A supernatural afflicted by this curse feels the pull of the supernatural realm constantly and potently, and becomes unable to manifest properly. They may only gamble a single soul point at a time when shifting to the material realm. A Revenant afflicted by this curse immediately becomes hungry, and consuming souls will not sate their hunger until the curse is lifted. A mortal afflicted by this curse becomes extremely weak, tired and confused. This effect grows stronger over time, with many mortals perishing before the curse passes. This curse also destroys the object used in casting, with it rotting away in front of you. As such, an object can only be used to cast this curse once.
RP Requirement: See Curse of Emotion.

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