Those who investigate paranormal phenomena have long understood the link between ghosts and souls of the living. The smartest researchers understand there are potentially as many types of ghosts as there are souls. Nevertheless, scholars of the paranormal classify most miscellaneous ghosts into several broad classes. Some theorize that these classes of ghosts follow an “evolutionary” progression, ranging from least to most advanced. Although the amount of psychic energy a spirit possesses is a partial indication of its strength, it’s not all-encompassing; in much the same way that a giant amoeba can be a large but basic life form, so too can a ghost be powerful but unevolved.
At the lowest rung of the ladder, spirit energy begins to coalesce from the afterlife and make itself known in this world. This energy, known as ectoplasm or ghostly misc, resembles a luminescent thick fog or cloud and may contain chaotic swirls. Ectoplasm is most commonly seen at seances, where mediums force random energy back to the world of the living, as well as at cemeteries and major battlefields, where the newly dead may be reluctant or unsure of how to move on. Ectoplasm travels slowly, moving in a way similar to wind but often against the prevalent currents. Ectoplasm has little intelligence of its own but can sometimes infiltrate others to bestow knowledge or abilities.
The next stage in spiritual evolution is the orb, which takes the formless mass of ectoplasm and gives it shape. This basic shape, however, resembles little more than a glowing globe; at best, it may possess some kind of nucleus or other simple shapes within it. Orbs usually manifest outdoors; psychics theorize that it is at this stage the ghost begins co form attachments to the world of the living again, hovering around certain spots or people. Orbs often know much about their home and will sometimes slowly lead others to areas of interest.
Once the spirit has mastered form, it begins co develop its sense of motion; at this stage, it’s a vortex, resembling a tightly formed cyclone of fast-moving spiritual energy. The spirit now begins co establish the boundaries of its attachment to this world; sensitive psychics can recognize specific vortices over multiple episodes, and it is ac this stage that the ghost might gain a “name” (such as “the Ghost of Sharrelna Manor”). The ghost can’t effectively communicate at chis time, but it can make its feelings and desires known. Once a spirit has reached the vortex stage, its disposition can begin co be known, as either a dark or light presence. Many parapsychologists don’t believe this outlook to beset, however, and some have cried to “reform” seemingly wicked spirits to become forces for good; some of these scholars have even returned co their homes unharmed.
The penultimate state for spirits is the apparition, where it develops a sense of self; here the ghost assumes a more human-like appearance, often with clothing appropriate to the era it lived (assuming it’s a manifestation of a once-living being). It still possesses the speed of the vortex but can control its movement enough to stay in one place and interact with the waking world. While orbs and vortices generally all look similar, apparitions have variations and permutations, ranging from indistinct humanoids of the “floating sheer” variety, to monstrous ghastly spirits with strange appendages or features, to forms that looks nearly human save for some slight transparency or an inhuman glow.
Some ghosts become powerful enough with their essences to evolve beyond the apparition stage. These become the most advanced types of ghosts, capable of fears beyond the norm, and include types such as messenger ghosts, poltergeists, night mares, and others.
Typical Ectoplasm
Reflexes 2D
Coordination 1D
Physique 1D
Knowledge 1D: scholar: hidden lore 3D,
languages: long-dead language 2D
Perception 2D: investigation 3D, search 3D+2, tracking 2D+1
Presence 2D: willpower 3D
Strength Damage: 1D
Move: 1 (because of Hindrance and
Intangibility)
Fate Points: 0
Body Points: 13
Character Points: 2
Wound levels: 3
Disadvantages: Achilles’ Heel: Symbiosis (R5), loss of 1D from both physical and mental attributes for each 100 meters removed from the object of attachment; Hindrance (R2), mute, is unable co speak; Hindrance: Short Stride (R4), -8 meters to base Move, which affects all movement
Special Abilities: Intangibility (R3), +90 to damage resistance score against physical and energy attacks, with Addi- tional Effect (R3), intangible state is the default, and can thus become tangible for one minute per rank, and Restricted (R2), requires Very Difficult willpower roll co become tangible; Omnivorous (R1) with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Psionics (R6), +6 to empathy, medium, and psychometry skills with Limitation Others Only (R1), only affects sentient living beings
Typical Orb
Reflexes 2D: brawling 2D+1, dodge
2D+2
Coordination 1D
Physique 1D+1
Knowledge 1D+2: navigation 3D+2, scholar: places of interest in its domain 4D+2
Perception 2D+2: investigation 3D+2, search 3D+2, tracking 3D+2
Presence 2D+1: willpower 3D+1
Strength Damage: 1D
Move: 3 (because of Hindrance and Intangibility)
Fate Points: 0
Character Points: 2
Body Points: 14
Wound levels: 3
Disadvantages: Achilles’ Heel: Sym- biosis (RS), loss of lD from both physical and mental attributes for each 100 meters removed from the object of attachment; Hindrance: Mute (R2), unable to speak with sounds; Hindrance: Short Stride (R2), -4 meters meters to base Move, which affects all movement
Advantages: none
SpecialAbilities: Intangibility (R3), +9D to damage resistance score against physical and energy attacks with Additional Effect (R3), intangible state is the default, and can thus become tangible for one minute per rank, with Restricted (R2), requires Very Difficult willpower roll t0 become tangible; Longevity (R1) withAdditional Effect (R2), does not need to eat or drink
Typical Apparition
Reflexes 2D+2: brawling 3D+1, dodge 3D+2, sneak 3D
Coordination 3D: sleight of hand 4D, throwing 4D
Physique 2D
Knowledge 2D: scholar: century-old lore 5D
Perception 3D+1: hide 5D+1, search 4D+2, tracking 4D
Presence 30: intimidation 5D, willpower 5D+2
Strength Damage: 1D
Move: 5 (because of intangibility)
Fate Points: 0
Body Points: 16
Character Points: 2
Wound levels: 3
Disadvantages: Achilles’ Heel: Symbiosis (R5), loss of 1D from both physical and mental attributes for each 100 meters removed from the object of attachment; Quirk (R1), quiet with Moderate willpower roll to speak
Advantages: none
Special Abilities: Intangibility (R3), +9D to damage resistance score against physical and energy attacks wirh Addi- tional Effect (R3), intangible state is the default, and can thus become tangible for one minute per rank, with Restricted (R2) requires Very Difficult willpower roll to become tangible; Longevity (R1)
Typical Vortex
Reflexes 2D+2: brawling 3D, dodge 3D+1
Coordination 2D: sleight of hand 3D
Physique 1D+2: lifting 2D, running 3D
Knowledge 2D: scholar: old lore SD
Perception 3D: intimidation 4D, persuasion 3D+1 , willpower 5D
Presence 3D+2
Strength Damage: 1D
Move: 5 (because of Intangibility)
Fate Points: 0
Body Points: 15
Character Points: 2
Wound levels: 3
Disadvantages: Achilles’ Heel: Symbiosis (R-5), loss of 1D from both physical and mental attributes for each 100 meters removed from the object of attachment; Hindrance: Mute (R2), unable to speak with sounds
Advantages: none
Special Abilities: Intangibility (R3), +9D to damage resistance score against physical and energy attacks with Additional Effect (R3), intangible state is the default, and can thus become tangible for one minute per rank, and Restricted (R2), requires Very Difficult willpower roll co become tangible; Longevity (R1) with Additional Effect (R2), does not need to eat or drink; Hypermovement (R10), +20 to Move with Restriction (R2) requires Difficult willpower check to activate
Ghost Packages
Almost any creature or person can become a “ghost”; the only real requirement is that it once was truly living (although some paranormal investigators have spoken of “ghost computers” or similar non-corporeal life forms). Usually only those beings who have died in a traumatic or tragic way come back as ghosts; for example, a rhinoceros who is mercilessly slain along with her children by a tribe of hunters might return as a ghost to wreak havoc on those who killed her. However, the universe is capricious, and even individuals who passed away in a peaceful means can find themselves returning to this world.
Basic Ghost Package
Total creation point cost: 7
Total defined limit cost: 1 attribute die plus 2 skill die or 7 skill dice
Special Abilities: Intangibility (R3), + 9 D to damage resistance score against physical and energy attacks with Additional Effect (R3), intangible state is the default, and can thus become tangible for one minute per rank, and Restricted (R2), requires Very Difficult willpower roll to become tangible; Longevity (RI) with Additional Effect (R2), does nor need to ear or drink.
Many ghosts are also invisible to most people; these spirits can find it difficult to solidify enough for the world of the living to see them. The following Special Ability costs one creation point or one skill die; additional levels of Invisibility can be purchased, with 14 levels generally being almost completely invisible.
Invisibility (R2), +2 to dodge, sneak, and hide totals, with Additional Effect (R1), always on, and Restricted (R2), requires Very Difficult willpower roll to become visible Ghosts that are tied to a specific person or place have this Disadvantage: Achilles’ Heel: Symbiosis (RS), loss of 1D from both physical and mental attributes for each 100 meters removed from the object of attachment
Finally, ghosts that reach the apparition state {or beyond) can have all manner of other Special Abilities, such as a chilling touch (Life Drain, Natural Hand-to-Hand Weapon, or Paralyzing Touch), an ability to control the living (Possession, Limited or Full), and various prankster powers (such as Master of Disguise or Ventriloquism).
Particularly powerful ghosts might have Immortality instead of Longevity; very few forces can permanently dispel them.
Psionics are also very common in spirits.