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Ghosts/Spirits Spirit categories : Abstr act & conce ptual spirits  Spawned by human thoughts, deeds and emotions Artificial spirits  reflections of things created by the hands of mankind. Gaia spirit s  Nature-spirit s, they encompass animals, plants and natural phenomena, such as spirits of storms, fog, etc. Locat ion spiri ts  hese spirits can encompass incredibly large areas, buildings, swamps, deep woods, !unk yards, est. Elementals  — represent a pure element, with minds of their own Wyld spirits- Spir it s of pure chaos, they embody change ,  possibility , entropy , potential , anything " e#e rything at once, est. Wyrm spirits- $lso known as %ane spirits, they are e#il " signify corruption, murder, filth, disease, pornography, pollution, est. Weaver Spirits- $l so kno wn as &a tte rn Spide rs, the y emb ody structure, technology , control, strengthen the gauntlet, order, est. Willpower - he abilit y to affect its en# iro nment, man ipu lat e ob!ects or withstand damage 'se d for all phy sical act ion s inc luding (e )te rit y and Stamina 'sed to soak damage *both +ethal and %ashing Rage- he spirits natural hunger and inner power 'sed for (amage rolls or Strength rolls used push or throw things. he Spirits (efense or (odge dice pool Gnosis- he spirit s awar eness, used to ment ally connec t to the world and understand it. 'sed for all ental and Social actions $lso aid in using harms and teaching Gifts Essence- *spirits health/ sie 0illp ower 1 2age 1 Gnosis 3f a spirit loses its entire 4ssense, the spirit is discorporated and fades away into the 'mbra. $ spirit remains faded away, but it will then begin to re- form at a rate of one 4ssence per day. 0hen a spirits 4ssence is full, it reincorporates. 0erewol#es can har#est gnosis from hurt spirits or bind them into fetis hes, if a Spir it loses all its 4ssence and is  bound or har#ested, the spirit is destroyed. Defense5 2age !ysical Attac"s5 0illpower #nitiative5 0illpower. Abilities and ot!er actions- Spirits don6t posses abilities or other dice pools. heir three raits are considered to e)press their depth of knowledge and e)perience with the mortal realm. he storyteller sho uld ad! ust the se dic e poo ls if the spiri t tri es to accompli sh something it is unfamiliar with. 4)ample: a nature spirit trying to hack into a computer mainframe would ha#e its Gnosis dice pool reduced to half, and roll at a higher difficulty. Spirit Ran" he power le#el or 2ank of the spirit depends mostly on the !ob that they do and how old they are. he easier it is for them to gain spiritual essence, the more powerful they become Ran" $a%imum Essence umber of '!arms (ype of Spirit & Descrip ti on 7-8 79 7- Gaffling) he bottom of the spirit hierarchy, they are the ser#ants and sla#es of high le#el entities. hey are simple minded and are tasked with completing simple !obs. hey ha#e little to no 3ntelligence and represent single items or comple) ideas. ;-< 9 8-= *agglings) he doers and shakers of the spirit world. hey are dangerous spirits with clear moti#es, a distinct perspecti#e, and frightening capability. he most common type of spirit that someone would >bargain with? to learn spirit Gifts. hey represent recurring items or common ideas. @-A ;9 <-7 #ncarnae) he powerful a#atars, minions, consorts, ad#isors, and warriors of grater otem Spirits or e#en the 0ea#er, 0ild, or 0yrm themsel#es. hey often ha#e their own domains or pocket 2ealms, but most dwell inside the (eep 2ealms of their controlling masters. hey normally are powerful aspects of singular emotions or important ideas. 791 7991 $ny number (otems) Spirit gods of immeasurable power. hey are the ancient embodiment of creatures, emotions, and important aspects of time and place. hey normally reside in their own (eep 2ealms and use the 3ncarne to complete their tasks. he only e)ception is a (en-2ealm tied to one of the hanging %reeds, were a otem may manifest its presence.

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Ghosts/SpiritsSpirit categories:

Abstract & conceptual spirits — Spawned by human thoughts,eeds and emotions

Artificial spirits — reflections of things created by the hands of 

mankind.

Gaia spirits — Nature-spirits, they encompass animals, plants andatural phenomena, such as spirits of storms, fog, etc.

Location spirits — hese spirits can encompass incredibly large

reas, buildings, swamps, deep woods, !unk yards, est.

Elementals — represent a pure element, with minds of their own

Wyld spirits- Spirits of pure chaos, they embody change,

ossibility, entropy, potential, anything " e#erything at once, est.

Wyrm spirits- $lso known as %ane spirits, they are e#il " signify

orruption, murder, filth, disease, pornography, pollution, est.

Weaver Spirits- $lso known as &attern Spiders, they embodytructure, technology, control, strengthen the gauntlet, order, est.

Willpower- he ability to affect its en#ironment, manipulate

b!ects or withstand damage

• 'sed for all physical actions including (e)terity and

Stamina

• 'sed to soak damage *both +ethal and %ashing

Rage- he spirits natural hunger and inner power 

• 'sed for (amage rolls or Strength rolls used push o

things.

• he Spirits (efense or (odge dice pool

Gnosis- he spirits awareness, used to mentally connect

world and understand it.

• 'sed for all ental and Social actions

$lso aid in using harms and teaching Gifts

Essence- *spirits health/sie 0illpower 1 2age 1 Gnosis

• 3f a spirit loses its entire 4ssense, the spirit is discorp

and fades away into the 'mbra.

• $ spirit remains faded away, but it will then begin

form at a rate of one 4ssence per day.

• 0hen a spirits 4ssence is full, it reincorporates.

• 0erewol#es can har#est gnosis from hurt spirits o

them into fetishes, if a Spirit loses all its 4ssence

 bound or har#ested, the spirit is destroyed.

Defense5 2age

!ysical Attac"s5 0illpower 

#nitiative5 0illpower.

Abilities and ot!er actions- Spirits don6t posses abilities o

dice pools. heir three raits are considered to e)press theiof knowledge and e)perience with the mortal realm. he stor

should ad!ust these dice pools if the spirit tries to acco

something it is unfamiliar with.

4)ample: a nature spirit trying to hack into a computer maiwould ha#e its Gnosis dice pool reduced to half, and roll at a

difficulty.

Spirit Ran" 

he power le#el or 2ank of the spirit depends mostly on the !ob that they do and how old they are. he easier it is for them to gain

spiritual essence, the more powerful they become

Ran" 

$a%imum

Essence

umber of 

'!arms (ype of Spirit & Description

7-8 79 7-Gaffling) he bottom of the spirit hierarchy, they are the ser#ants and sla#es of high le#el

entities. hey are simple minded and are tasked with completing simple !obs. hey ha#e

little to no 3ntelligence and represent single items or comple) ideas.

;-< 9 8-=

*agglings) he doers and shakers of the spirit world. hey are dangerous spirits with clear

moti#es, a distinct perspecti#e, and frightening capability. he most common type of spirit

that someone would >bargain with? to learn spirit Gifts. hey represent recurring items orcommon ideas.

@-A ;9 <-7

#ncarnae) he powerful a#atars, minions, consorts, ad#isors, and warriors of grater otem

Spirits or e#en the 0ea#er, 0ild, or 0yrm themsel#es. hey often ha#e their own domains

or pocket 2ealms, but most dwell inside the (eep 2ealms of their controlling masters.

hey normally are powerful aspects of singular emotions or important ideas.

791 7991 $ny number 

(otems) Spirit gods of immeasurable power. hey are the ancient embodiment of

creatures, emotions, and important aspects of time and place. hey normally reside in their

own (eep 2ealms and use the 3ncarne to complete their tasks. he only e)ception is a

(en-2ealm tied to one of the hanging %reeds, were a otem may manifest its presence.

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Spirit #nfluence- $ spirit gains one dot of 3nfluence per 2ank 

$ll spirits ha#e the ability to influence the thing that ga#e them e)istence

3nfluence reBuires a Gnosis roll and at higher le#els may reBuire the e)penditure of one *or more

4ssence

o affect the emotions or thoughts of a sentient being, roll Gnosis and contested with a 0illpower roll to

resist

#nfluence Effects

Level Effect

C Seek he spirit can locate an e#ent or thing directly related to sphere of influence: find those

e)hibiting an emotion, find a animal/plant, or find a ob!ect. $pply the Gantlet le#el as the

difficulty, and Gnosis as the distance capable in miles *this le#el of influence may not be

resisted. Success gi#es the spirit a general impression of direction, time remaining, and

distance to the target.

•• Absorb The spirit can draw 4ssence &oints from an appropriate source in the physical world, 2ol

Gnosis rating, apply the Gantlet le#el as the difficulty. he number of successes indicates the

number of points of 4ssence gained *this le#el of influence may not be resisted.

CCC Strengthen he spirit can enhance its sphere of influence: make an emotion stronger, an animal or plant

healthier or an ob!ect more robust hese changes last for one minute per success. he cost isone 4ssence.

CCCC anipulate he spirit can make minor changes within its sphere of influence, such as to slightly change the

nature or target of an emotion, or make minor changes to an animal6s actions, a plant6s growth

or an ob!ect6s functioning. hese changes last for up to 79 minutes per success. he cost is two

4ssence.

CCCCC ontrol he spirit can make dramatic changes within its sphere of influence: twisting emotions or

dictating an animal6s actions, a plant6s growth or an ob!ect6s functioning. he changes last for upto 79 minutes per success. he cost is three 4ssence.

*< points reate he spirit can create a new e)ample of its sphere of influence: create an emotion, create a new

sapling or young plant, and create a young animal or brand new ob!ect. he cost is four4ssence.

*@ points  ass reate he spirit can create multiple e)amples of its sphere of influenceD the spirit can trigger its

emotion in multiple people, create a new gro#e of trees, a small herd/flock/swarm of animals, or

multiple identical items. $ number of items, or people affected, eBual to the spirit6s 2ank come

into e)istence. he cost is fi#e 4ssence.

*E points &ermanency he spirit may create a new e)ample of its sphere of influence to come into e)istence

 permanently. his can ha#e disastrous effects on emotions or the human mind. an you imagine

what it would be like to always be happy, always remember an idea, or always be murderousF

he cost is two dots of the spirits permanent 4ssence rating.

*A1 points God +ike he spirit can combine all the effects of influence and apply them to any number of targets. $l

the ranges and durations are doubled. hey also spend half the amount of essence, roundeddown.

#nfluence Duration

$in Level Duration 'ost

 N/$ 7 minute per Success N/$

; 79 minute per Success N/$

= 7 hour per Success one additional 4ssence

< 7 day per Success two additional 4ssence

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@ 7 week per Success two additional 4ssence

 

Essence oints- ay ha#e any amount of 4ssence &oints up to its4ssence 2ating.

he lower a spirit6s 4ssence is, the more desperate it grows for 

sustenance.

Spirits with less than @= of their ma)imum are hungry "hunting predators

Spirits with less than half their ma)imum will either be in full-

 bore predator or prey mode.

pending Essence)

$ spirit spends 4ssence for 3nfluence

'nless otherwise stated, a spirit spends one 4ssence point on

harms and Gifts

$ spirit must spend a point of 4ssence per hour to remain in the

&hysical 0orld *unless riding inside of an ob!ect or person.

Spirits can use 4ssence to temporarily gain bonus dice on a

type of roll on a one-for-one basis. a) amount of bonus dice

is their 2ank 1 and lasts for one sceneD

Regaining Essence)

hey gain one point per day by being in pro)imity to the thing

they reflect.

he spirit may attempt to feed on the 4ssence of another spirit,

this is a contested roll of Gnosis 1 2age against the target6s

0illpower.

G!ost Rage & Gnosis- 2ated form 7-79 depending on the ghost,

lder ghosts ha#e ratings higher then 79

$ ghost has one 2age " Gnosis per 79 years since its death.

ertain ghosts increase these rates faster depending on their death. he more impassioned demise, the more powerful the

ghost

Ghosts ha#e 4ssence &oints eBual to their Gnosis rating

2egains 4ssence &oints at the rate of one per day near their 

anchors.

2egains 4ssence &oints whene#er they are remembered by the

li#ing.

Anc!or- $ ghost can tra#el up to 79 yards from its anchor per pointf 0illpower 

within one yard of its anchor, it can manifest automatically

0ith multiple anchors, $ ghost can !ump from one anchor toanother with a 0illpower point

$ Locus is an ob!ect or place in the physical world that acts as

an anchor for spirits

$anifestation + Reac!ing- 2oll 0illpowerD for one scene it

make itself #isible or in#isible at will and effect things throu

the gauntlet.

0illpower roll modified by the strength of the Gauntlet.• 0hen manifested, a ghost is still an ethereal, insubstan

 presence

• aterialied spirits are Buite physical and are affected

gra#ity *only certain spirits can materialie

• 2eaching allows a spirit to use other harms through

Gauntlet.

• 2eaching lasts for the duration of the ne)t scene and mo

with the spirit.

• 2eaching costs one 4ssence.

Location Gantlet Strengt!

(ense urban areas A

ity suburbs, towns ESmall towns, #illages @0ilderness, countryside <

Gra#eyards or +ocus ;

Herge *conditional portals

anifestation/Gauntlet odifiersLocation  $odifier

2esent (eath in area -8

Iistorical %attlefield -8

hurch -

Iospital -

Iistoric building *7991 years old -Jld building *=9-799 years old -7

+oci or Locus  -7

Iandmade structure -7

*wooden bridge, shed

odern laboratory 18odern industrial building 1

&arking lot 17

odern commercial building 17

*grocery store, mall 

 Note: 3f a ghost e)hausts all its 0illpower it cannot attemp

manifest again until the following day.

List of Spirit CharmsSpirit '!arm Description G!ost umina Description

Abduct Drags victims into the Umbra Compulsion Take control over victims actions

Armor Gives the spirit extra soak Clairvoyance Speak to others through mortal bod

Animal_control Complete control of an animal Dark_Speech Ghost can speak a single sentence

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Airt_Sense ncreased a!areness on the Umbra "o!l Scary scream sends mortals running

#last Deals lethal damage at range $hantasm Ghost can create personal illusions

#lighted Touch Corrupts victims personality

#reak_%eality &yld spirits distort reality

Calcify #inds victims in a $attern &eb

Camouflage #lends into the surroundings

Cleanse_the_#light %emoves spiritual corruption

Control_'lectrical_Systems (anipulate electronic devices

Concealment )og*shado!s penali+e $erception

Chorus Sends a message to other spirits

Corruption nstills evil idea in next action

Create_)ires Spontaneously sets fires

Create_&ind ncrease the amount of !ind

Damnations_$ath ,ictim cannot regain !illpo!er

Dement ,ictim gains a mild Derangement

Desiccation Drains the victims bodily fluid

Discorporation Discorporate !illingly into the Umbra

Disorient Change the perceptions of direction

Drain Siphon the victims &illpo!er*'ssence

lemental_mmunity mmune to damage - regain 'ssence

motiona_Aura #roadcasts emotions onto others

lood %aises !aters to flood an area

ree+e .o!ers temperature to deadly levels

Ghost_'ater Allo!s spirits to eat ghost 'ssence

"ealing Cures lost "ealth levels of damage

nsight_)ren+y )orces supernatural to fren+y

(agnetic_Disruption Devices malfunction in its presence

(ateriali+e Allo!s spirit to enter our !orld

eek Spirit can see through the Gauntlet

hantom_Sign .eaves message on media or surface

Shapeshift Changes the visual appearance

Shatter_Glass Destroys all glass in area

Solidify_%eality %einforces health*essence of sub/ect

Spirit_Static Strengthens the Gauntlet level

S!ift_)light 0uick travel across the Umbra

Telekinesis Allo!s manipulation and attacks

Terrify Causes Delirium like terror in mortals

Tracking Can innately find the intended target

Umbra_0uake Umbra storm that damages everyone

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Numina/SpiritCharms

$ ghost has one Numina per 79 years since its death.

$ny &ower with an *2 after its name can be used with the

reaching across the Gauntlet

$rea/2ange 5 K0illpower 1 2ankL ) 79 Mards *if 

applicable

$ny &ower with an *G after its name can only be used by

ghosts

$ny &ower with an *S after its name can only be used by

spirits

&owers with an *%n is a power used mainly by %ane

Spirits

&owers with an *0e is a power used mainly by 0ea#er 

Spirits

&owers with an *0y is a power used mainly by 0yld

Spirits

&owers with an *Ga is a power used mainly by Gaia

Spirits

Abduct (S) R0ith this harm, a spirit can literally drag a human being

cross the Gauntlet and into the 'mbra. he spirit must first

ither dwell on the physical side of the Gauntlet in some

ashion or by 2eaching across. Jnce a target is identified, the

pirit can literally grab a human and pull him across theGauntlet. Spend a number of 4ssence eBual to the human6s

Stamina, and then roll the spirit6s 0illpower 1 2age,

difficulty of the local Gauntlet. he mortal can resist with a

0illpower 2oll. 3f the spirit is successful, the human crosses

he Gauntlet and is dragged into the 'mbra.Note: this harm only works one way. he spirit cannot use

his ability to mo#e a human back to the &hysical 0orld. or 

he human to e)it the 'mbra, they must find an alternate way

ut.

Armor (S)his grants the spirit a measure of protection. %y spending

wo points of 4ssence the Spirit gains e)tra soak eBual to its

Gnosis for the remainder of the scene.

Animal control (Ga)he ghost/spirit is able to e)ert its will o#er an animal,

ontrolling it completely. Spend one 4ssence and roll

0illpower 1 Gnosis, subtracting the animal6s 0illpower from

he dice pool. Success means the ghost/spirit is able to

ommand the animal to perform any task the spirit desires, to

he limit of the animal6s physical abilities. he host can

ontrol the animal for the duration of the scene if desired. $

ghost/spirit can control a number of animals simultaneously

so long as it has sufficient 4ssence eBual to its 2ank.

Airt Sense (S)

ost spirits ha#e a natural sense of directions and locat

within the spirit world. hey can a#oid dangers, creat

find tracks at will. he spirit rolls Gnosis to locate th

inside the spirit world. *as a alternate power for Ghosts

ghost can find things connected to their former life, suc

lost possessions, old friends, and familiar places

Blasthis charm allows ghost/spirit to direct their ange

opponents from a distance. (epending on the ghost/spthis effect may take different forms. $n electricity-s

might hurl small thunderbolts at its foes, a nature s

might summon swarms of insects, the ghost of a

soldier could fire a spectral re#ol#er or a pain-spirit mcon!ure raor blades. No roll to hit the intended targ

necessary and the ghost/spirit suffers no penalties on ca

shots. $ spirit rolls it6s 2age, a ghost it6s Gnosis, but

lethal damage may be inflicted. he spirit may add twoto this damage roll for e#ery additional point of 4ssen

spends to fuel this power. or two additional 4ssence po

the damage is $ggra#ated.

Blighted Touch (S Ba)%ane spirits are the only ones capable of corrupting

 polluting others. 3f the spirit successfully attacks

opponent, the #ictim must roll their 0illpower immedia3f they fail this roll, their negati#e characteristics domi

their personality for the ne)t few hours *eBual to 2ank

%otch on the 0illpower roll permanently taints the #ict

 personality. hese negati#e characteristics are tied to

%ane spirit in Buestion. So if a &oison %ane hit a chara

they would begin absent mindedly poisoning th

4#erything they prepare or ha#e business working w

from morning breakfast to working on the local wtreatment plant.

Brea! Realit" (S #")0ith a successful Gnosis roll the 0yld spirit can disrup

reality of a substanceD thereby modify its 'mbral form

e)ample, the spirit could create a door inside the 'm

enabling it to pass through a solid wall. 0yld spirits thon chaos, the stranger the change the better. he diffic

of this roll depends on cle#erness or uniBueness of

change. he number of Successes indicates the amoun

substance changed. $ failure results an additional poinlost essence.

Calcif" (S #e)his charm allows 0ea#er spirits to trap a #ictim

&attern 0eb. he spirit rolls a contested 0illpower #e

the #ictims 2age *or 0illpower for mortals. 4ach suc

subtracts one dot from the #ictims &hysical $ttributes

4ssence for spirits. 0hen the target6s $ttributes or 4ss

drops to ero, the #ictim is bound into as &attern 0eb u

freed. hose stuck inside a &attern 0eb can be freed

0erewol#es with a solid amount of effort. Spirits

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mortals are harder to free, but 0yld energy does dissol#e the

0eb.

Camou$agehe spirit has a means of acti#e camouflage. his might

ppear as an octopus6s skin that can change te)ture and color 

r allow it to morph into a common item*s. he spirit spends point of 4ssence and remains still. $s long as the

ghost/spirit does not mo#e, the camouflage remains acti#e *up

o a scene. Spirits can use this harm while it isdiscorporated, to disguise the spirit while it is reforming.$nyone trying to percei#e the spirit suffers a negati#e

modifier eBual to the spirit6s Gnosis.

Clair%o"ance (G)he ghost can speak to mortals through the body of another 

i#ing person. 2oll 0illpower 1 Gnosis, with the sub!ect6s

0illpower subtracted from the dice pool as a penalty. 3f the

#ictim is a willing participant, no roll is made. 3f the ghostails, no communication is possible. 3f the ghost wins, it can

peak using the #ictim6s #ocal cords for a single turn. $t the

nd of the turn the #ictim suffers a single point of bashingdamage due to the strain of contact. 3f the ghost wishes to

ontinue speaking through the medium, a further 0illpower 1

Gnosis roll must be made each turn. he medium continues to

uffer an additional point of bashing damage at the end of 

ach turn of communication. 3f the medium is rendered

unconscious, no further contact is possible.

Cleanse the Blight (S Ga)his spirit has the ability to purge spiritual corruption in a

gi#en area. Jb#iously this harm isn6t a#ailable to %ane

pirits. he spirit rolls their Gnosis #erses the strength of the%lighted area. ost spirits ha#e a limit to the effect only their 

phere of influence with  this harm. $ wood spirit could

leanse a tree or a log cabin, but not the animals or people

i#ing inside it.

Compulsion (G)he ghost is able to e)ert its will o#er a li#ing person,

ommanding him to perform actions like a puppet. Spend one

4ssence point and roll 0illpower in a contested roll #ersus

he #ictim6s 0illpower. 3f the ghost fails or ties the roll *or the

mortal wins, the #ictim is unaffected. 3f the ghost wins the

oll, it seies control of the #ictim and can command him toerform any acts the ghost desires, within the #ictim6s

apabilities. he #ictim can attempt to throw off the ghost6s

ontrol each successi#e turn with another contested roll. 'se

he #ictim6s own dice pools to determine the outcome of hisctions. he ghost can compel a number of #ictims

imultaneously *so long as it has sufficient 4ssence.

Concealmenthe ghost/spirit is able to create a fog, summon shadows,

whip up a dust storm, or some other effect to obscure #ision

nd isolate intruders. his effect not only obscures normal

sight, but hides dangerous surroundings, mu

#oices/sound, and e#en gi#es false readings on sen

eBuipment. $ll those trapped in the mist suffer a -

&erceptions 1 $lertness rolls. he ghost/spirit spen

 point of 4ssence per le#el of concealment *barely, parti

substantially, or fully and rolls Gnosis. 4ach suc

e)tends the effect up to 79 yards. he effect lasts up

scene.

Control &lectrical S"stemshe spirit/ghost can manipulate an electrical sy

operation and function. he spirit/ghost rolls Gnosis

difficulty depending on the comple)ity of the sys

Success allows the ability to o#erload a system, shdown or manipulate it. or e)ample, the spirit/ghost c

use a comple) security system to open/close doors, se

an alarm, or display a false #ideo recording.

Corruption (S Ba) Rhe %ane spirits primary weapon to influence others.

%ane spirit whispers an e#il suggestion into the #ictim6and the target becomes inclined to act on it. he spirit r

its Gnosis #ersus the #ictims 0illpower. Success plants

idea into the #ictim6s subconscious, surfacing as if

came to the e#il decision naturally. his charm can be

across the Gauntlet.

Chorus (S)his harm allows a spirit to send a message or alert to

and all other spirits of its own rait. he range is a radetermined by the spirit6s 2ank in miles. o acti#ate

harm, the spirit spends a point of 4ssence and then

Gnosis to determine how long and detailed a messagespirit can send. $ single success allows the spirit to sen

image or a short phrase. hree or more successes w

allow a couple of sentences or a detailed image.

Create 'ires (S)0ith a successful Gnosis roll the spirit can c

instantaneous fire. $ single success creates a tiny fire, w

e)ceptional successes can generate a blaing inferno.

fires must ha#e fuel to continue burning.

Create #ind (S)0ith a successful Gnosis roll the spirit can create w

effects. $ single success creates a small breee, w

e)ceptional successes can generate the force of a torn

his wind must e)ist outside and lasts for a scene.

amnations *ath (R)his harm makes it impossible for its mortal #ictim

regain 0illpower. 0hile under this curse, they no lo

are able to regain 0illpower by acting on their Nature

harm does not pre#ent them from performing t

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ctions, but there is no mechanical reward. he ghost/spirit

pends three points of 4ssence and rolls Gnosis in an

)tended rollD each roll represents one hour. 3f the ghost/spirit

gains the necessary successes *#ictim6s 0illpower ) 8

etween dusk and dawn, the mortal #ictim is forced onto

(amnation6s &ath until sa#ed. o fight off the spirit6s

nfluence, the mortal #ictim must seek supernatural

rotection, a consecrated area protected against ghosts/spirits,

r some other means of spiritual help. 0hile on the

(amnation6s &ath, the #ictim must make a Sanity check eachday or lose a temporary willpower point and be dri#en slowly

nsane. 3f the spirit/ghost is discorporate or otherwise lea#es

he #ictim for longer than ; hours, the curse is lifted.

ote) this harm only works on mortals and has no effect on

ther Supernaturals. $t the storytellers discretion it may

work on lesser mystical beings, such as ghouls, mages,

sychics and those with a power trait of 7.

ar! Speech (G)he ghost is capable of speaking directly to mortals. Spend

ne 4ssence point and roll 0illpower. 3f the roll succeeds, the

ghost can utter a single sentence.

ement (R)his harm assaults a person6s mind with a ca#alcade of 

nightmarish imagery, breaking down his sanity in the process.

Such images are often personal and culled from a #ictim6s

wn memory, although the ghost/spirit sometimes applies

mages from its own history or >memory? to decide such#isions. he ghost/spirit spends one 4ssence and roll Gnosis

#ersus the #ictim6s 3ntelligence. 3f the ghost/spirit rolls the

most successes, the #ictim gains a mild derangement of the

Storyteller6s choice for a number of days eBual to theuccesses rolled. 3f the target of the harm rolls the most or 

n eBual number of successes, the power has no effect on him,

ut successi#e attempts are possible.

esiccation (S)his harm is most often possessed by water-spirits, although

umors speak of blood-spirits that use it to de#astating effect

lethal damage instead of bashing. (esiccation allows a spirit

o withdraw some or all of the fluid most closely associated

with it from its opponent6s body. 0ater-spirits can drain their 

#ictims of the water in their bodiesD blood-spirits can do the

ame with blood. 2oll 0illpower 1 2ageD the number of uccesses determines the number of points of damage the

arget takes from loss of fluid. he damage is bashing. ertain

upernaturals can contest the spirit6s roll due to a lack of realiology *Hampires and &rometheans with Stamina 1

Supernatural oleranceD howe#er, if the spirit wins the

ontest, the supernatural loses a point of Hitae or &yros in

ddition to taking bashing damage. *$ blood-spirit would

drain Hitae for each success

iscorporation (S)

his harm allows a spirit to discorporate #olunta

dissol#ing into the 'mbra and allowing itself to ref

elsewhere as normal. (iscorporation is always painful

desperate spirits choose this route rather than face a gre

spirit in combat, with the risk of permanent destruction

conflict carries. 2oll the spirit6s 0illpower for this h

to succeed.

isorient (S#") Rhe 0yld Spirit can alter landmarks and direccompletely with a successful Gnosis roll. hese effects

fool compasses, G&S de#ices, and e#en alter the appear

of celestial bodies *the sun setting in the North.

rainhis harm enables the ghost/spirit to siphon off 4ssenc

0illpower from a physical being, much as spirits

attempt to siphon 4ssence from one another.

ghost/spirit first decides which trait it is attempting to d

o drain 0illpower the ghost/spirit rolls Gnosis 1

against the target6s 0illpower. $ ghost gains these pointsspirits do not ha#e willpower points to spend *doing so

to weaken their target. o drain 4ssence the ghost/s

rolls Gnosis 1 2age against the target6s Stamina. Jnly ce

supernaturals ha#e points of 4ssence *mages, w

creatures, est.. 3f the intended target doesn6t posse

4ssence rait, than these lost points are (rained from t

health le#els as lethal damage. he ghost/spirit m

>touch? the target to use this harm, normally anifesor aterialiing to do so.

&lemental +mmunit" Normally, this harm is only possessed by elemental-spor ghosts who died from that particular element, li

house fire or electric chair. his makes the ghost/s

effecti#ely immune to attacks from their personal elem

0hen the ghost/spirit is targeted by one of these attacks

considered to automatically soak the damage. $lso,

e#ery day the ghost/spirit e)ists within the chosen elem

they gain a point of 4ssence.

&motional Aura (S) Rhis harm broadcasts a general pulse of emotion o#

wide area. he spirit spends one 4ssence to acti#ate

aura of emotion, which then lasts for a scene. $ny

within fi#e yards of the spirit, or who later comes wi

fi#e yards of the spirit, must make a willpower

contested by the spirit6s Gnosis. 3f the spirit wins,

sub!ect e)hibits that emotion for the duration of the scen

until the spirit stops using this harm. he #ictim

suffers a O dice penalty to dice pools from the inte

distracted from the foreign emotion.

&nsnare

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he spirit possesses an entangling attack, be it mystic

webbing, gobbets of intestine, wire mesh or glue-like spittle.

0ea#er spirits often use this attack before binding someone

nto a pattern web with the alcify harm. he ghost/spirit

must hit its target at range, making a 0illpower roll

(ifficulty of the targets (efense. he sub!ects struck by the

ttack are automatically grappled. 4ach turn the #ictim may

oll Strength 1 %rawl or $thletics minus the ghost/spirit6s

2age score to escapeD otherwise she is immobilied. $fter a

number of turns eBual to the ghost/spirit6s Gnosis, begineducing the effecti#e 2age score of the snare by two each

urn. his attack costs one point of 4ssence. $dditional

4ssence may be spent to add to the 2age score of the snare on

one-for one basis.

'lood (S)he spirit can force all the waters in a gi#en area to rise

apidly, causing flooding. 3n a urban area faucets turn on,ipes burst, and all drainage clogs.

'ree,e (R)he ghost/spirit robs the heat from the immediate area and

drastically lowers the temperature. he ghost/spirit losses a

oint of 2age for the remainder of the scene. he ghost/spirit

hen rolls there newly reduced rage score. he number of 

uccesses is inflicted as automatic %ashing damage e#ery turn

o e#eryone in the area for the remainder of that scene *which

an be soaked as normal. $s an alternate #ersion, this power 

may be gi#en as another form of elemental damage, like firer acidic fumes which would deal lethal or e#en aggra#ated

damage.

Ghost-&ater (S)he spirit with this harm is able to steal 4ssence from or 

onsume ghosts as if they were spirits. he spirit spends one

oint of 4ssence to acti#ate this harm and attune its

digestion.? he effects last for the rest of the scene.

Naturally, the spirits must still be able to affect the ghost in

ther waysD this usually reBuires the spirit to be in the

hysical world or in the Shadowland/(ark 'mbra.

.ealing (S)Jnce per scene, per target, the spirit can heal a li#ing being.

he spirit rolls its Gnosis at a difficulty < for regular damagend a difficulty E for aggra#ated damage. he spirit can onlyheal an amount of damage eBual to its Gnosis score.

.owl (G)his Numina enables a Ghost to let out a blood-curdling howl

hat causes an opponent to panic and run. he ghost spends a

oint of 4ssence and then rolls 0illpower 1 Gnosis, contested

y the opponent6s 3ntelligence. 3f the ghost wins the contest,

he #ictim must flee the spirit6s presence for a number of turns

Bual to the number of successes achie#ed. *Similar to the

errify Numina, ghosts may not use this power to af

Supernaturals.

+nsight 'ren," (S Ba)he %ane spirit can induce a freny in certain supernat

targets *like Hampires and 0ere-creatures. he spirit

its 2age at a difficulty eBualt to the targets willpowe

successful, all normal freny rules apply.

/ateriali,e (S)'nlike ghosts, only certain spirits ha#e the ability to einto the physical world. his harm allows a spirit to f

itself through the Gauntlet. he spirit must ha#e a Gn

score eBual to or greater than the local Gauntlet. he s

spends three points of 4ssence and rolls 0illpower to fitself through the Gauntlet. he spirits physical

appears !ust as it does in the 'mbra, but it is held dow

gra#ity and bound to normal modes of mo#ement *i

can6t fly unless it possesses wings. he numbe

successes indicates the number of hours that the spirit

remain in the material world before returning to the 'mote) 4#ery hour that the spirit spends unfettered in

material world costs the spirit one point of 4ssence, a

 body is gradually consumed. 0hen the spirit runs ou

4ssence, it discorporates, re-forming in the 'mbr

normal. he spirit can, howe#er, choose to return thro

the Gauntlet freely at any time.

/agnetic isruptionhe ghosts/spirits presence causes electronic eBuipmenmalfunction due to an intense magnetic distortion. No ro

reBuired. 3f the ghost or spirit manifests/materia

successfully it disrupts electronics within a number of yeBual to its Gnosis. 2adios, Hs and telephones emit st

$ppliances stop working. +ights go out. Hideotapes

camera film is erased/e)posed, ruining any capt

images. Spirits who cannot materialie in the phy

world will only cause subtle glitches through the Gaun

hese type of spirits are normally the enemy of the 0ea

*ee! (S)his power allows the spirit to peer into the physical w

from inside the 'mbra. he spirit may use this powe

often as they like and does not reBuire the e)pendituressence. hey may also use it in any location, regardlesstrength of the Gauntlet.

*hantasm (G)he ghost has the power to create illusory images. Sp

one 4ssence point and roll 0illpower 1 Gnosis. his po

can work on only one #ictim at a time. Jther mortals in

sub!ect6s #icinity do not see what he does. he numbe

successes depends on the sie and comple)ity of

illusion. imicking a person6s #oice alone or creati

distincti#e smell *like perfume only reBuires a si

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uccess. reating the illusion of a person reBuires a two

uccesses. reating the illusion of a specific person *down to

atterns of speech and mannerisms that a witness knows

eBuires at least three successes. reating a comple) illusion

hat seems to ha#e physical substance *the witness is

on#inced that he can >touch? the illusion and it feels solid

eBuires at four or more successes. Small, subtle illusions are

generally much more effecti#e than large, o#ert ones. 0hen a

ub!ect witnesses an illusion, roll &erception 1 $lertness. 3f 

he roll generates as many or more successes than werechie#ed in the phantasm roll, the #ictim recognies that the

mage can6t be real. Jtherwise, the sub!ect belie#es the

llusion is genuine. $ ghost can create a number of illusions

imultaneously *so long as it has sufficient 4ssence eBual to

ts Gnosis. 4ach illusion remains for the duration of the scene

unless dispelled.

*hantom Signhe ghost/spirit is capable of creating messages or images in

malleable forms of media. Spend one 4ssence point and roll

0illpower 1 Gnosis. 3f the roll succeeds, the ghost/spirit can

reate a single message or image. $ sentence can be written inhe steam condensed on a mirror. $ ghostly statement can be

heard amid the static of an audio tape. Jr an image can be

uperimposed on a frame of camera film or #ideotape.

Shapeshifthe ghost/spirit can take the #isual form of anything it

desires. 3t gains only the $ppearance of its new shape, not itsowers or abilities. 3f the ghost/spirit wishes to appear as a

pecific indi#idual, they must roll 0illpower and gain

uccesses eBual to the targets $ppearance $tribute.

Shatter Glass (S)he spirit can cause all the glass in the #icinity to break. he

pirit rolls its Gnosis to achie#e this destruction and may

nflict incidental damage from airborne glass.

Swift 'light (S)he spirit can mo#e with great speed through the 'mbra. 3t

ra#els at * <9 1 0illpower ) 8 5 yards per turn. $lso, if 

materialied in the physical world, this charm allows the spirit

o fly or otherwise mo#e through the air. Iowe#er, this is

done at normal speeds only.

Solidif" Realit" (S #e)he spirit can solidify reality, enforcing the 0ea#ers rules and

aws on the aspects of the 'mbra. he 0ea#er Spirit only

needs roll its 0illpowerD each success reinforces the targets

olidityD adding health le#els or 4ssence for spirits per 

uccess. his power can only be used once per target, and

asts for a day. Jnce the effects wear off, it can be reapplied.

Spirit Static (S #e)he 0ea#er Spirit can raise the le#el of the local Gau

 by one. Iowe#er, multiple spirits working together

raise the le#el by a ma)imum factor of three. he 0e

Spirit must stay in that area to continue to emit this st

he spirit may use this power as often as they like and d

not reBuire the e)penditure of essence. 0hile concentra

on this charm, all of the spirits dice pools drop by two.

 Tele!inesishe ghost/spirit can manipulate physical ob!ects as tho

it had a pair of physical hands. 3t can pick up ob!ects, th

them, open and close doors and windows, write messa

and basically anything a mortal can do with his ha

Spend one 4ssence point and roll 0illpower 1 2age.

number of successes rolled determines the ghosts/sp

relati#e Strength and (e)terity when attempting to

and/or mo#e an ob!ect. $lternately, the ghost/spirit

make a direct attack on a #ictim, using its raw powe

inflict cuts, bruises and bites on the #ictim6s body. reat

as a normal attack at a difficulty of A. he attack ignoretarget6s (odge, (efense, and Soak from any armor w*unless the armor is supernatural in nature.

 Terrif"he ghost/spirit has the power to strike terror in the hof mortals who witness its presence. 2oll Gnosis 1 2ag

a contested roll against the 0illpower of each mortal

witnesses the ghosts/spirits appearance firsthand. 3f

ghost/spirit loses or ties this roll, mortals in the area

unaffected and are immune to uses of this power for

remainder of the scene. &erhaps their subconscious m

won6t allow them to recognie the ghost/spirit, or mistake the intended frightening image for something

such as a hallucination or trick of the light. ortals who

their roll, flee from the ghost/spirit and will not return to

haunted area for at least one day. *Ghosts may not use

 Numina to affect Supernaturals. Spirits can use the h

to affect supernaturals, but may not affect 0ere-reatu

its effects are similar to the effects of (elirium..

 Trac!ing (S)he spirit can track a target unerringly. hrough any ter

 paths in the 'mbra, or e#en through the deep realms. type of tracking reBuires a point of essence for e#ery hof use.

0mbra 1ua!e (S)his powerful charm allows the spirit to tap into a de

connection with the 'mbra. (epending on the spirit,

may take different forms. Some spirits tear up the gro

itself, others create a storm of elements, or

destabiliing reality itself. 4#eryone in the area is thr

down or otherwise trashed about in the twisting eleme

hey suffer %ashing damage eBual to the spirits 2

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ounded up. his charm costs three 4ssence per use and lasts

or a scene.

/ortal /as! (S)he spirit is able to transport itself across the Gauntlet, but,

unlike the aterialie harm, the spirit appears human. his

human >costume? is somewhat imperfect and the mortal form

s #ery generic. he spirit cannot use this charm to copy a

erson6s appearance or occupation. hey might form a

military uniform, but the colors, name tag and insignia would

e wrong. Spend four points of 4ssence and roll the spirit6s

Gnosis, difficulty of the local Gauntlet. he number of 

uccesses indicates the number of hours the spirit may e)ist inhe material world, appearing human. he ortal ask is fullf tiny flaws, representing the spirits >idea? of what humans

ook like. &erhaps the spirit ne#er stops smiling, a murder-

pirit might be co#ered in tiny cuts " scars, or a nature spirit

might make e)aggerated gestures. Normal witnesses maymake a &erception 1 $lertness roll minus a number of dice

Bual to the spirit6s Gnosis. Success indicates that there is

omething off or unnatural about the generic human.

Supernaturals do not suffer a penalty to this roll.

Reincarnationhis harm is possessed only by conceptual spirits of choirs

ssociated with reincarnation, or karma. 2ebirth represents a

rocess that, once begun, must be completed within one week 

se#en days, or else the benefits are lost. he spirit must first

laim a human body, either mortal or $wakened *a mage.

he spirit must then kill and de#our two more people within

he ne)t se#en days. *3f the laimed #ictim was a mage, the

ther #ictims must also be a mage. (uring this time, thepirit stores the souls of those it kills. Jnce it kills its third

#ictim, it then restores one of those #ictims to life with

enewed youth in a transformed #ersion of the laimed body:

the body is biologically 7E years old, although it

normally from then on. he other souls are then release

go to their proper fates. 3f the spirit cannot complete its

of killing two more mages within a week after the

death, none of its #ictims are reborn. his harm can

 be used once upon a particular soul to rebirth its mat

 body. Jnce this harm has played out, the spir

in#oluntarily sub!ect to the effects of the (iscorpora

harm. 2oll &ower 1 2esistanceD if successful, the s

discorporates and reforms elsewhere in the Shadow 2e*probably at a locus it is familiar with.

Sleep Eater

his insidious harm allows a ghost/spirit to rob hour

sleep of its #ictims. Spend one point of 4ssence and

&ower 1 inesse O the target6s Stamina 1 Superna

olerance. 4ach success represents an hour6s worth of slost. hese can only be reco#ered through normal sl

$fter the spirit eats si) hours of the target6s sleep, the ta

 begins suffering the effects of fatigue *see the Worl

Dar"ness Ruleboo" , p. 7@A as if he had not slept in

hours.

4ach si) successes beyond this means the target l

another day6s sleep, and he suffers a cumulati#e O7

 penalty to all dice pools and must make Stamina 1 2es

rolls or fall asleep. $ person may only lose a numbe

days worth of sleep eBual to the lowest of his Stamin

2esol#e before passing out.

, Soul arvest) his harm is a more powerful #ersio

Soul Snatch that also functions against supernaturals

 possess a soul. $s with that harm, Soul Iar#est funct

 !ust as the laim harm e)cept that success on the sp

 part means it grasps the #ictim6s soul instead of 2idin

 body. he #ictim must succeed upon a Stamina roll orunconscious. 4#en if conscious, the #ictim may not sp

 points of 0illpower, e)pend points of a supernatural po

trait or use any supernatural ability without the consen

the Iar#ester spirit. he #ictim cannot regain 0illpow

its soul has been har#ested. he spirit has full knowledg

its #ictim6s thoughts and actions, no matter its locatio

the supernatural has an 4ssence trait, the being may

these points of 4ssence as its own. 3t may also choos

feed upon the #ictim6s soul at its leisure. 4ach hour

spirit does so, it gains two points of 4ssence per

consumed — feeding first on its prey6s 0illpower the

dots of Supernatural $d#antage. 4ach hour that the spir

feeding, the #ictim must again succeed upon a Stamina

or fall unconscious due to the pain. 0hen the spir

finished feeding, the creature6s soul is destroyed.

, Soul Snatc!) his is a rare but terrifying harm, allow

the spirit to steal the soul of a mortal. his acts !ust aslaim harm e)cept that success on the spirit6s part m

it grasps the #ictim6s soul instead of 2iding its body.

spirit can then do with the soul what it will. ost sp

that ha#e this harm slowly de#our the soul, gai

4ssence eBual to twice the #ictim6s 0illpower dots. er

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high ranking spirits ha#e been known to ha#e a #ersion of this

harm that allows them to snatch the soul of a supernatural

if it possesses one.

Spirit .enom) his harm allows the spirit to in!ect its

pponent with a form of spiritual #enom after a successful

low or bite, causing damage and befouling its enemy6s own

eser#e of spiritual energy. $fter a successful strike in hand-

o-hand combat, the spirit may spend one to three points of 

4ssence to in!ect a supernatural #enom into its foe. he#enom inflicts an additional point of damage for e#ery point

f 4ssence spent. 3n addition, the #ictim must succeed at a

Stamina roll, or lose one point of 4ssence for each point of 

4ssence the spirit spent. his corrupting effect also works on

ther forms of supernatural energy, though to lesser e)tent. $

arget that doesn6t use 4ssence will lose only one point of his

eser#oir to the spirit-#enom, no matter how much 4ssencehe spirit spent.

(elepat!y) $ll spirits speak the Spirit ongue, and with

ffort, can often manage to communicate with others,

howe#er imperfectly. Spirits with this harm can reach out

nd link their minds with others, allowing instantaneous and

eliable communication. he spirit rolls &ower 1 inesse. 3f 

esisted, subtract the target6s 2esol#e 1 Supernatural

$d#antage. his e)perience is ne#er pleasant for a mortal — 

eing that intimate with an alien mind is profoundly

disturbing. or the ne)t ; hours, any rolls to a#oid a

derangement are made at O7 for each scene spent in contact

with a spirit6s mind.

(!ieve) Similar to the $bduct harm *abo#e, but in this

ase the spirit may take physical, non-li#ing ob!ects across the

Gauntlet. he spirit must first either dwell on the material side

f the Gauntlet *using aterialie or Gauntlet %reach or ateast ha#e a conduit beyond the Shadow *using the reaching

harm. 3f this is established, the spirit can pull a small ob!ect

hrough the Gauntlet and into the Shadow. he ob!ect may not

ha#e Sie greater than the spirit6s own &ower. Spend a single

4ssence and roll the spirit6s &ower 1 inesse O Gauntlet

modifier. 3f the roll is successful, the

b!ect crosses o#er and becomes part of the Shadow

emporarily. he ob!ect can last in the Shadow for a number 

f minutes eBual to the spirit6s inesse. $fter that, the item

rosses back o#er the Gauntlet at the appropriate

orresponding pin in the physical world *if the spirit drags the

tem 9 feet away, it appears 9 feet away in the material

ealm. he spirit can keep the ob!ect in the Shadow by

pending another 4ssence point to e)tend its duration, by a

minute. No roll is necessary to do this.

*ossessionhe ghost/spirit may attempt to possess a li#ing human being

nd control his or her body for a short time. Spend one

4ssence point and roll &ower 1 inesse in a contested roll

#ersus the #ictim6s 2esol#e 1 omposure. 3f the ghost/spirit

wins, it gains control of the #ictim6s body for the duration of a

single scene. 'se the #ictim6s a#ailable traits *e)

0illpower points, which are eBual to the ghosts/sp

current 0illpower points and dice pools for any action

ghost/spirit wishes to take. 3f the mortal wins or ties

roll, the spirit fails its possession attempt. $s long as

ghost/spirit has 4ssence points remaining it can continu

make possession attempts against a target. 3f a posse

 body is killed or knocked unconscious, the ghost/spi

forced out and must possess another #ictim if it still wi

to act. $ttacks using a blessed ob!ect against a g!o possession of a li#ing body damage the g!ost/s  o

instead of its physical host. he most reliable way to b

the bond between a spirit using the &ossession Numina

its host is to force the host into contact with the spirit6s b

Claim (R):his harm is a more powerful #ersion of &ossessionD i

roll is successful, the possession is permanent. Spend t

4ssence points and roll &ower 1 inesse in an e)tended

contested roll #ersus the #ictim6s 2esol#e 1 omposu

Supernatural $d#antageD each roll represents one hou

the spirit gains =9 successes between dusk and dawnghost/spirit gains permanent control of the #ictim6s b

'se the #ictim6s a#ailable traits *e)cept 0illpower po

which are eBual to the spirit6s current 0illpower pointsdice pools for any action the spirit wishes to take. 3f

spirit fails to accumulate =9 successes within the reBu

 period of time, the attempt fails. 3f a possessed bod

killed, the ghost/spirit is forced out and must pos

another #ictim if it still wishes to act. 'se of this h

creates a Spirit-laimed *p. 7E9.

Fetterhis harm secures a ghost/spirit inside an ob!ect. J

the spirit has crossed the Gauntlet into the physical w

2ather than aterialiing, the spirit remains its ephem

self in the material world. Normally, the spirit woul

sucked back through the Gauntlet within a few hours,

once fettered, the spirit can remain in the physical w

almost indefinitely. Jnce through the Gauntlet, the sacti#ates this harm by spending a point of 4ssence. Gh

mainly use this power to create a temporary >$nchor?

they can ride around in. he ghost/spirit must choos

ob!ect within fi#e meters of its current position and sp

an additional 4ssence to fetter itself to the ob!ect. ghost/spirit can stay fettered for as long as it likes, un

the fetter is destroyed, in which case the spirit immedia

discorporates and starts to re-form back in the spirit w

and a ghost must spend a point of essence to reappea

anot=her anchor or suffer the same fate. his harm ca

 be used across the Gauntlet without the use of the 2eac

harm. he ghost/spirit is in#isible and intangible whi

the material world. he ghost/spirit can be seen

werewol#es and other spiritually sensiti#e creatures ohe ghost/spirit may ne#er mo#e more than fi#e m

from its fetter, lest the link be lost, forcing the spirit b

through the Gauntlet. $ fettered ghost/spirit

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materialie, if it has that harm. 0hile in material form, the

pirit may mo#e more than fi#e meters from its fetter, but

must be back within that radius when its materialiation ends.

$lmost all artificial-spirits possess this harm.

Li%ing 'etterhis #ariation on etter allows the spirit to fetter itself in a

i#ing being rather than an inanimate ob!ect. he same rules

nd restrictions as etter apply, sa#e that the spirit must first

ucceed at a &ower 1 inesse roll contested by the target6s2esol#e 1 omposure 1 Supernatural olerance. $ successful

use of this harm creates one of the 2idden, specifically a

Spirit-'rged *see p. 7<<. he spirit essentially uses the li#ing

eing as a fetter and its 3nfluence to impel its >host.? hemost reliable way to break the bond between a spirit using the

+i#ing etter Numina and its host is to force the host into

ontact with the spirit6s ban.

0nfetter) his harm allows a moored or fettered spirit to

unbind itself from its physical counterpart for a time. Spend a

oint of 4ssence and roll the spirit6s inesse. he number of 

uccesses is the number of hours the spirit may stray from itsmooringD if the spirit is not within its normal range of the

mooring after that time, it discorporates.

/echanical *ossessionhis harm allows the anifested spirit to take control of a

machine or #ehicle that it has made into a fetter. %y spending

ne 4ssence point, the spirit may operate the machine for theduration of a scene — the spirit can turn the machine off or on

nd control any mo#ing parts, though the spirit cannot alter 

lectrical flow. $ spirit using this harm to operate a car, for 

nstance, would ha#e to physically manipulate the radio knobo switch stations or turn the ignition switch to start the car.

he spirit may make inesse rolls in lieu of (ri#e in order to

perate a mo#ing #ehicle, including all dri#ing, control and

rash rolls.

Transmogrif" 2ictimhrough use of this harm, a spirit that is in possession of a

host reshapes its #ictim into a terrible monstrosity of human

rgans reshaped to perform roles unintended by nature. Spend

ne point of 4ssence and roll &ower 1 inesse against the

host6s Stamina in a contested action. 3f the most successes are

olled for the spirit, the #ictim6s body is reshaped into a formhat uses the spirit6s &ower, inesse and 2esistance instead of 

ny traits the #ictim

hasD this may grant a number of grotesBue physical attacks.0hen the transformation ends *after one scene or if the spirit

erminates the effect prematurely, the host resumes normal

hape and awakens. 3f the transmogrified being is killed, the

host is slain. $ny damage suffered by the host is retained after 

he host resumes normal form. 3f a possessed body is killed or 

knocked unconscious, the spirit is forced out and must

ransform another #ictim if it still wishes to act.

$ttacks using a blessed ob!ect or magical nature again

spirit in possession of a transmogrified body damage

spirit6s orpus instead of its physical host.

Corpse Ride:his harm allows the ghost/spirit to laim a dead bodother ghosts/spirits would laim a li#ing being. he bo

Soul is not laimed, howe#er, meaning that a contested

is not necessary, the ghost/spirit simply spends t4ssence points and laims the body automatically du

the course of a single hour. he host6s attributes increa

normal, but at a drastically accelerated rate: the lai

gains points at a rate of one per hour instead of one

week, his power comes at a price, howe#erD while m

laimed can last for years, if not centuries, the corpse is

so lucky — once it achie#es full synthesis with its 2id

ghost/spirit, the corpse begins to deteriorate, losing

$ttribute point e#ery three days as the ghost/spirit po

consumes the body. Jnce any of its &hysical $ttrib

reach 9, the body disintegrates, shunting the ghost/spirit

the body6s soul *if present into the Shadow 2ealm *ghcan stay in the material realm so long as they still posse

anchor. ortunately, this fate is typically a theoretical

most such ghost/spirit ha#e completed their business  before such a fate becomes an issue.

Chain of Death:his harm is a powerful addition to orpse 2ide. ha(eath allows a ghost/spirit currently using the orpse 2

harm to transfer its consciousness to any of its #icti

corpses. he 2idden must touch the targeted corpse to

this harm. 3t costs three 4ssence per !ump.

lague of t!e Dead

his harm only functions if the spirit is using hain o

(ead, or orpse 2ide.

reatures killed by a 2idden (ead can be animated by

spirit. 3t costs two points of 4ssence to animate a

corpse for roughly a day — see the write-up below for m

details. *hose with World of Dar"ness) Antagonists

can create their own ombies — this harm grants

reation points to craft a ombie. Greater 

spirits can pump more 4ssence into the effort, adding

creation point per e)tra point of 4ssence.

Spirit &lague Pombie

1ac"ground) 'se these stats to represent ombies cre

 by the &lague of the (ead harm. hese ombies see

kill any li#ing human in their presenceD failing that,

wander about destroying any

other life they can recognie. Some e#en attack manneB

in desperation. ragically, ombies can often remem

scraps of their life — enough to allow them to act w

some intelligence, but also enough to

torment them as their bodies and minds rot away utterly

Attributes) &ower =, inesse 7, 2esistance 8

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Willpower) 9

nitiative) 7

Defense) 9

Speed) <

Si2e) =

Weapons+Attac"s)

Type Damage Dice Pool 

%aseball %at *% E

%ite 7 *+ @

ist 9 *% ealt!) =

!ysical #ntegrity) 79

Spirit lague Wea"ness) he death-aspected 4ssence that

nimates them also speeds the decomposition of their corpses.

hese ombies take a point of damage e#ery three hours due

o the necrotic effects of their animating energies. $ll ombiesreated #ia &lague of the (ead bear this weakness.

Residual $emories Wea"ness)

hese poor creatures are dri#en to murder, yet still posses a

ew memories of their life. 0hen presented with a lo#ed one

r other appropriate stimulus, they will stop attacking — or 

erhaps mo#e away whimpering

or three *2esistance minutes. $fter this time, the same

timulus will not work again. No one is safe for long.

Limited #ntelligence) he ombie possesses enough

ntelligence to sol#e basic problems, such as how operate

doorknobs, unlatch gates and use simple hand-to-hand

weapons.

3uic" $ovement) he ombie6s Speed eBuals &ower 1

inesse *rather than !ust its inesse

.icious 1ite) he ombie inflicts lethal damage with its

ite.