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Death, what's beyond?

These questions haunt Hierarchy - Minions of the Deathlords and the ruling
nearly every living person in existence. Ghosts exist as a class of ghosts within the Underworld.
reminder that something lies beyond, but these creatures Heretics - Faithful among ghosts who continue to pay
of despair are often the embodiment of questioning homage to a deity in hopes of a brighter afterlife.
whether a final solace is attainable or not. Within the Considered dangerously obsessive among the Hierarchy
realms of the Underworld many ghosts try to cling to a these ghosts are proclaimed enemies of the Hierarchy.
life that is no longer their own. Gathering together they Maelstrom - A storm of Abyssal energies, that sweep the
have created a society that exists forbidden from underworld during momentous negative events in the
transcendence or rebirth. corresponding material realm.
Mien - The form of manifestation a ghost takes within
the living world occurs while the exists in Twilight
5H>?LQILF> 'FIMM;LS
within it’s circav.
Mnenosyne - A measure of the amount of memory and
Anathema - the curse of the Underworld for a damned connection a ghost retains of their past life.
soul to never enter the Afterlife (Supernal Realms). Momento Mori - The act of being remembered. To be
Angst - The power of the Daimons frustration, and remembered by a living person as if to receive flowers
willingness to give up or destroy meaning to their on one’s grave, or to be spoken of or recognized. A brief
previous life. moment of solace for a ghost.
Necropolis - A ghostly counterpart of a city. The
Caul - A plasmic “birth” covering of a newly formed Underworld impersonation of an existing city on the
ghost. The caul distorts the ghosts perception of its other side of the Shroud.
current state in a foggy, hazy film. A ghost cannot leave Nihils - Cracks and pits of entropy leading directly to the
the Labyrinth until its caul is removed. Abyss. Foul demonic spirits whisper corruption through
Circav - The area of influence a ghost possesses in the these.
land of the living around its anchor. Also known as a Quick, the - A generally used to term to refer to the still
circle. living. Also known as Skins.
Conviction - The strength of will a ghost possesses. A Essence - Emotional essence ghosts glean from the
measure of belief and determination. living to fuel their Sinew and to exist in the Underworld.
Daimon - See Goetia. Phageon - Simply eaters, zombie like undead which
Deathlords - Powerful spirits ruling over the Labyrinth roam the labyrinth in an attempt to find ghosts and other
of Purgatory and extending their influence into the creatures there to consume them for their essence to
Underworld. exist. Such creatures are sometimes subdued and molded
Defiance - A ghosts resistance to domination or being by the Deathlords to act as servants.
forced against something. The resiliency of their soul. Pneuma - purpose; intention; animating spirit. The
Drone - A ghost who has lost the entire connection to strength of will within a ghost to both continue their
his past life through a reduction of their Psyche. Such existence and to maintain a presence and influence over
mindless ghosts exist only in the Labyrinth or the the living realms. Also known to ghosts as their soul
Underworld having no connection with the Quick strength.
Realms save for brief moments of unintentional Psyche - A ghost’s freewill and awareness of the world
manifestation near their anchors. Also known as the around it. A ghost who has lost a connection with its
Soulless. Psyche is called a Drone.
Enfant - A newly formed ghost which still possesses it’s Reapers - Ghosts who directly serve the Hierarchy and
plasmic caul. Death Lords to possess the freedom of having their own
Ennui – The gradual yet inevitable boredom and personal agendas.
weariness that infects a ghost over time. Relics - Items which enter a ghosts Circav, which have
Gaunts - The eldest ghosts in a given area or Necropoli. been destroyed in the living world but possess a spiritual
Goetia - The inner goetic demon a Ghost must struggle counterpart in the Underworld. Also item brought to the
with, their vice and all of their failures manifested in one Underworld from the Shadow.
inner demon that haunts the ghost. Also known as a Reliquiae steel - Steel-like substance, which has been
Daimon. crafted from the calcification, and smelting process of
Grace - A ghosts ability to express their will or desire. ghosts plasm. A practice of the Hierarchy. Not to be
Also the ability to discern right from wrong. Moral confused with Relics.
Integrity. Repose - A measure of the peace that a ghost has with
themselves, their morality, and ability to cope with the remain in the Underworld long after they have let go, in
state of death. fact, aside from the heretics, many don't know of any
Sepulture - A place where the Shroud between the living existence other that the one they have adopted. Beyond
realm and the Underworld have grown thin. Such places the world we know and beyond the Underworld, lies the
are easily accessible to ghost even if they don't possess Supernal Realms. Within these realms lie various
an Anchor nearby. heavens and hells which the soul gravitates toward due
Shoals - Areas of apathy that lie within the Shadow, to their actions and beliefs. Others yet, may reiterate
places where the Abyss links to the Shadow and drains it with a newly formed body and reincarnate into the
of essence and life. mortal realm. Ghosts however, are unwilling or unable
Shroud - The veil of realities between the Shadow and to move on as something holds them onto the life they
the realms of the Underworld. once held dear.
Sinew - A supernatural ability associated with Essence. Occasionally, a ghost may find itself trapped in
Gifts which the afterlife has granted individual ghosts. the Underworld, unable to move on due to the fact
Sinews are rated from 1 to 5 and are associated with something holds it to the realm of the living despite their
aspects of a ghosts individuality based on their death, willingness to move on. Such ghosts are often deeper
life, and anchors. Called as such from a lack of true corrupted by their Daimon and is often swayed to
fleshy muscle but it comprises of much of their strength. transforming into a powerful agent of the Abyss among
(Often said weaving a Sinew of ...) the ranks of Spectres; becoming one which attempts to
Skin - a standard coin within the Underworld for trade, break down the connection other ghosts hold onto.
also broke into bits which are 1/10th of a single skin. All Few mages and werewolves believe that a Ghost
are said to be minted by the hierarchy from the plasm of is a soulless ectoplasmic form of will, which exists as an
discorporate renegade ghosts. A rumor which the abomination, to be manipulated as they please. The truth
Hierarchy does not disclaim. Also a slang term referring is that Ghosts do have a soul, save for the few Drones,
to the still living as in “I saw this Skin in my Circle...” which remain as mere echoes of their prior existence.
Solace - the act of receiving essence from the still living. Sometimes mages enter the Underworld with
A temporary easing of grief, loneliness, discomfort, etc knowledge of their arts of magic intact, these Fey are
from the state of being separated from the living. seen as ominous and are often hunted by the Deathlords
Spectres - Ghosts corrupted by the enticing pacts with as demons and are unwelcome in any doings with the
demonic spirits of the Abyss. Ghosts corrupted from Hierarchy. Few believe that the Deathlords are actually
within by their own Daimons. Powerful, spiritual frightened by them and view them as a threat to their
manifestations of the power of the Abyss. rule. A heretic group known as the Order of Kismet once
Tenemos - A realm of collective dreaming where a ghost held knowledge regarding the Fey, but have since been
may physically confront their own Daimon, or interact abolished by the Hierarchy.
with the living during their dreams. The Fey are not to be confused with the Fae
Volitional Attribute - A Ghost’s soul determination and which traverse the realm of Tenemos and hail from the
resilience. Supernal Realm of Arcadia. Those fickle and capricious
Wounds - Areas of corruption within the Shadow that creatures will be discussed at a later time.
have been shaped by both the material world and the
Abyss. Territory of powerful corrupt spirits known as
Maeljin. ,;<SLCHNB I@ 0OLA;NILS
Wraith - A ghost which has lost a connection with its
fetters but still remains in the Underworld through sheer Before a living being enters the Underworld, as
determination. a resident or visitor, he or she enters a never-ending,
transforming, maze. Sometimes called the Border
Realm, dreadful spirits and the ravenous walking dead
wander this damned landscape. Either of which have
'BIMNM
become lost between worlds, or those who have
completely lost their intellectual capacity. None,
First lets examine what a Ghost is and what it is however, are truly native to this horrendous realm, save
not. for those who rule over its hapless tenants.
Ghosts are a manifestation of the will and The Labyrinth appears as a hellish dungeon to
determination of a soul to deny Transcendence, Ghosts most, an endless hallway of doors to others, and few find
hold onto something from their mortal life and are it to appear as nightmarish warrens. One can either
unwilling to let go of them. Despite this, many Ghosts attempt to negotiate with its inhabitants or wander his
way through this abstract maze on his own, subject to inhabitants of the nether realm of the Underworld.
terrors of both the Shadow and the Underworld. Either Cracks, known to the ghosts as Nihils, lead down to the
the completely mad, or the most clever will attempt to great nothing exists in both the Underworld and the
negotiate travel with its rulers, the Deathlords. Labyrinth. Through these cracks seep festering energies
Few ghosts from the Underworld traverse the that seem to corrode and wither all that exist around
Labyrinth, attempting to locate those who have passed them, or whisper enticing secrets of hope. From these
into its dark halls, and bring them to the depths of the great scars come the forces of entropy, Spectres,
realm of the dead. Some of which, however, do not do powerful ghosts that have been corrupt and exist only for
such out of kindness; but rather as an attempt at forced the pursuit of destruction of that around them.
slavery of the newly departed. These “Reapers“, often Though most cracks are only minute, few exist
possess Sinews that enable them to locate, and traverse which seem like entrances to large caverns, sometimes
the portals between the underworld, and the never- reaching into the Shadow and slowly drain it of essence
ending maze of the Labyrinth, serving the will of their and life. These "Shoals" are merely a small trickle of the
dark lords. power that exists in the Abyss. However, sometimes the
energies bleed over so heavily into the Shadow that
4B? 3NSAC;H 2?;FGM entities may, in fact, reach directly into the Shadow, and
corrupt the energies that lie there. Places such as this are
Throughout the Labyrinth lies pockets known as known among the Uratha as "Wounds". Wounds usually
the Stygian realms, home to the rulers of the hellish only manifest if the conditions are right, where the
maze and Gatekeepers to the realms of the Underworld material realm has bled over its own corruption and taint
the Deathlords. While points of access lie to the and allowed a Shoal to grow to this magnitude.
Underworld throughout the Labyrinth, those who reach Occasionally, significant events of tragedy occur
these islands within the maze rarely leave the same. in the living realms that cause so much suffering and
Anubis, Hades, and Charon are only a few of the despair it actually feeds the Abyss. Moments like this
names associated with the Deathlords. Powerful Magath allow for the Abyss to swell up and issue forth great
spirits comprised of both Ephemera and Ectoplasm, winds of entropy. To the ghosts in the surrounding area
legends are told of their existence. Whether the legends it is similar to vampire’s weakness to sunlight. The
are about them or they are borne from those same searing winds literally rip a ghosts corpus to shreds if he
legends is not known. What is known is these powerful or she is caught in it, sometimes it will even cause
spirits are capable of opening or closing the portals to buildings to crumble exposing those taking shelter
the Underworld but forever barred from entering them. within to its full wrath. Such storms can last anywhere
They may however, interact with the denizens of the from a few moments to a few days.
Shadow, and confront Ghosts that have produced a
presence there. 5H>?LQILF>
It is said that their power was once that of Gods Once a character passes through the Labyrinth
over the departed, but a great maelstrom tore through the and into the true Underworld, they find themselves
underworld and trapped them in the labyrinth and took apparently back at where they began. However, the
with it the tower they once drew their power from. world is appears post-apocalyptic, crumbling, unkempt,
It is whispered in the Underworld that their and fading with the entropic energies of the Abyss.
existence is akin to a position of power; of which must Trash lines the streets, and normally healthy green parks
be fulfilled by other ghosts, stripped of their connection appear as a pale green, fields of diseased grass and
to previous lives and adopting the title through pacts to charred twisted black trees, windows are shattered and
darker powerful spirits of the Great Abyss. Rumor holds buildings appear as though they should be condemned
the true Deathlords disappeared thousands of years ago completely. Nearly everything in the mortal realm has a
with the Tower of the Lead Coin in a fantastic and counter part here, even buildings seem crowded as new
terrible Maelstrom. are build nearly overlapping the old. Each city or town
that exists in the living world has a counterpart here,
4B? !<SMM such Necropoli are generally ruled by a group of the
eldest ghosts or Gaunts. Other constructs of the native
The Great Nothing, Oblivion, Hell, this realm of inhabitants are also present; as in life, ghosts continue to
entropy has gone by many names. But what its best mold and shape their new world into their, sometimes
known for is the great demonic, spectral denizens which horrific, own designs.
seem to exist simply to terrorize and devour the ghostly It is here that one may interact with the departed,
either those who cannot re-enter the world in twilight, or
those who are there to rest between their interactions demons. Sometimes known as Goetia, a Daimon
with the realm of the living. Interacting with the undead represents a Ghost's repressed feelings, their Vice and
in their realm is similar to interaction with the living on everything that a Ghost has come to hate about
the physical plane. (Spirits have a physical counterpart themselves. Daimons possess an ability to overtake a
here, as such their attributes are as they were in life at Ghost’s actions with an inner determination known as
the point of death, though they may continue to learn out Angst. A Daimon's Angst represents all the anger
of survival, as most must to avoid the wrath of its frustration and resentment that the Ghost itself feels.
ruthless rulers.) Occasionally a Ghost is overtaken by its own Daimon
Upon a persons death, marks are left on the body completely and such an abomination is often called a
regarding the how the death occurred, their virtues and Wraith, monsters of the Abyss itself released into the
vices, and which of those more strongly ruled a persons Underworld. As Ghosts have their Anchors, so do their
life prior to their current state. These Deathmarks are Daimons. Each of a Ghosts Anchors come with some
usually only visible upon a ghost’s plasm only when form of frustration or complication, these dark emotions
another ghost uses a Kenning Sinew. If a ghost is still in are part of the Daimons existence as much as the Ghosts.
its caul in the Labyrinth, however, a Reaper may visibly These Animosities, are what fuels the Daimon's
be able to determine a bit about his potential thrall prior existence, and continues to make it a part of the Ghosts
to its freedom. Through this many ghosts determine existence.
what to do with an Enfant prior to its reaping. An Vampires, which find themselves in the
individual’s Caste and Guild may also be determined Underworld, find that their Daimons are the sanguinary,
though their Deathmarks. bestial, inhuman creatures they had strove so long to
There are those who consider the powerful contain. The feral Spectres that these create are
spirits of the Labyrinth as gods and leaders, and enforce thankfully short lived, torn apart by their own rampaging
their rule on the Underworld. Barred from ever actions.
completing passage fully into the realm of the dead, the
Deathlords rules the dead with an iron fist through the 2?;FG I@ $OME
Iron Legion of the Hierarchy. Those who oppose it are,
either crushed it’s wake, or “re-sculpted” in the forges to As the veil separates the Shadow from the world
fit a more non-threatening role in the Legion. Often of the living, so is the land of the dead from the Shadow.
ghosts are crafted into dark Reliquiae steel arms and Few paths lead deeper into the Shadow into the Stygian
armor, while others become broke down into coins and Underworld. Most of what appears in the Shadow is
bits of currency known as “Skins“. Some consider this representative of something else. As such paths that lead
worst than suffering a final death, as few are truly sure if deeper into the realm of the dead often appear
the smelting process completely breaks down a ghost’s symbolically as sinister staircases, crumbling wells, or
awareness. Meeting with the final death, in the afterlife foreboding caverns all of which seem to go on forever.
is never a pleasant thing, as those who suffer it are Separating the Dusk from the Shadow is another barrier
spiritually thrown into the Great Abyss screaming torn known as the "Shroud". The Shroud is what keeps most
apart and consumed by its ravenous demonic inhabitants spirits from entering, and ghosts from leaving. Crossing
for essence. The Hierarchy controls the majority of the the Shroud can seem like a number of different things, a
Underworld and its influence is felt throughout. sudden feeling of dread passes over you, a feeling of
Other groups exist, whom believe that those who passing through a thick layer of cobwebs, or even feeling
do not become ghosts have transcended beyond the your own death rattle escape your lips.
realm of the underworld. Known by the Hierarchy as Certain ghosts known as "Wayfarers" travel into
"Heretics", these ghosts continue to hold onto the faith the Shadow to seek out items of importance and use
they possessed in life and assume a life eternal beyond within the Underworld. Journeys such as these are very
the dark and tragic lives they have been granted. They dangerous however, as there are spirits within the
believe the Hierarchy’s Anathema is a lie, the Shadow that see ghosts merely as other spirits to
Transcendence is still possible, through devotion. consume for their Essence.
Yet another group known as "Renegades" are an
unaligned group of ghosts which defy the rule of the
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Hierarchy at nearly every turn. They believe in the right
to rule themselves through democratic rule.
Not always must one enter the Shadow before
being able to enter the Underworld, rarely in "haunted"
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places is the Shroud nearer to the physical realms.
Each Ghost struggles with their own inner
Known among ghosts as Sepulchres, the Underworld (see sinew of Sovereignty for more information)
takes a tremendously closer step to this world, possibly
even affecting it in subtle ways. Some may feel a sense
#;MN? Determines the type of life a person had lived.
of foreboding; others may even catch the scent of death
as it hangs heavy in the air. (This is often disturbing to Determines Skill Specialties and starting Volitional
mortals and they must make a successful Resolve + Attribute.
Composure roll to remain in such an area every ten Wayfarers - Explorers having never found a true
minutes. If a extraordinary success is gleaned they are calling, wayfarers dedicated their life to exploration,
free from further rolls, unless something happens that through the arts, athletics, or distant places. Grace
may set them at unease once again.) Patrons – Advocates who spent their life healing and
Some mystical beings, however, such as Bone guiding others. Conviction
Shadow werewolves, Moros and Scelesti magi, and Artificers - Laborers spent their lives creating lasting
group of vampires known as the Ordo Dracul, may works for others. Conviction
actually seek out such places, known as Sepultures, for Zealots - Idealists devoted their lives for a particular
their own agendas. Tapping them of their entropic spiritual, political, or ethical belief. Grace
energies and sometimes stripping the ghosts themselves Wardens- Caretakers - Lived their lives physically
of freewill, Essence, or ectoplasm, the very stuff of their taking care of objects or places. Also traders. Defiance
being.
It is within the land of the living that a ghosts 'OCF> Determines the way that a ghost met its fate.
anchors lie. Each anchor is representative of something Determines a Ghost's Mien, their Daimon's Angst, and
the ghost either held dear in life, both physically and Guild Sinew.
with great emotion. In the Underworld, a ghost may see
the area surrounding her anchors as a ripple, or sense a Tempests – Guild of Storms aka Poltergeists - Violence
strange feeling of peace when nearby. But only the ghost or Sudden Death - Angst 4 - mien of the poltergeist
who possesses that anchor may enter the realm of the Atropians – Hands of Destiny aka - Fate or Old Age -
living through it in a state of Twilight. The area Angst 2 – Mein of the Fates
influenced by the anchor is variable upon the power and Laments - Grief aka Apparitions - Despair or Suicide -
strength of the ghost bound to it. Each anchor is rated Angst 5 – Mien of the River Styx
from 1 to 5 depending on the amount of emotion Scourges - Filth - Pestilence or Disease - Angst 3 –
instilled into it by the ghost. The ghost may exist in Mien of Pestilence
twilight 10 yards per point of Anchor merit they possess. Cryptics - Paradox aka Decievers - Mystery or Freak
This area within the Quick Realms is known to ghosts as Accident -Angst 1 – Mien of Paradox
a "Circav". Within a ghost’s Circav, they may manifest
and influence the living world through the use of their
Sinews. To a ghost tearing through the shroud to
7?;PCHA 3CH?QM
manifest is often akin to the feeling of passing through a
dense layer of spider webs. To manifest the ghost must Ghosts are intuitively attuned to the realms the
roll their conviction + grace roll vs. the local Shroud. Underworld. As their awareness of self and their
surroundings grow they gain an ability to manipulate the
essence of the realm itself. This however, remains in the
4B? &IA realm of the underworld and everything it touches, but
Ghosts are not supposed to exist, mankind has may never directly alter the reality of the realm of the
always wondered the true existence of the Underworld. living, it may however coerce the still living spirits of
What lies beyond death. The Fog ensures that normal the inhabitants that exist there. Sinews are gifts similar
mortals recall only vague accounts of interaction with to a (Werewolf's gifts?) as they may be learned by other
the departed. Most mortals can only recall an oblique ghosts, or bargained for by other denizens of the
memory of the appearance of an apparition, as well as Underworld.
hazy accounts of conversation and reunion with those
they have lost. Almost always requires at least one essence. Willpower
bonus applies as normal.
As werewolf lunacy with roll of composure + resolve Basic Roll to use a Sinew in the Underworld or while in
roll gaining bonuses according to the relationship they Dusk: Attribute + Skill + Volitional Attribute
had with the ghost confronted with. A ghost may weave Basic Roll in the Living Realms or within a circav:
a sinew allowing more or less of the memory to remain. Volitional Attribute + Sinew – Shroud Rating.
Conveyance - This sinew affects a ghost’s movement
Shroud Rating through the physical realms and the underworld.
Graveyard 3
Battlefield 3 Chimera - The Sinew of Chimera allows a ghost to
Church 4 manipulate ephemeral creatures and objects. Often this
Hospital 4 ability is associated with Wayfarers.
Historic Building (100+ years old) 4
Old Building (50-100 years old) 5 Shadows - The Sinew of Shadows allows ghosts to
Handmade structure (wooden bridge, shed) 5 manipulate light and the lack there of.
Parking Lot 6
Modern Commercial building (grocery store, mall) 6 Forging - Artificers as they are often called often use the
Modern Industrial building 7 Sinew of Forging to craft objects of ectoplasm and
Modern Lab 8 imbue it with fantastic (or sometimes horrific)
properties.
Modifiers to shroud rating
Late Morning Noon or Afternoon +2 Tenure - The ability for a ghost to have sway over an
Bright sunny day +2 object of non-living matter. At high levels a ghost may
Mostly cloudy +1 actually possess a corpse or machine for a short time.
Heavy over cast or rainy 0
Dawn or Dusk -1 Beasts - Animals of all kinds are the targets of the Sinew
Midnight -2 of Beasts. This power enables simple communication
In the company of mortals *+1 per 2 people beyond 1 with animals, and the ability to create an ectoplasmic
Ennui penalty* counterpart of dying animals to the Underworld.
*max 5
Cite - The ability to move or manipulate objects in the
Possible Sinews? Quick Lands with sheer will and determination.

Malleable Form - Sinews of Form allows for a Ghost to Life - This rare Sinew allows for a ghost to manipulate
manipulate the ectoplasm of their existences. At higher the force of life within a subject, healing it or harming as
levels of mastery a ghost may manipulate another ghosts they will.
ectoplasm, and the building blocks of the realm itself.
Nihilism - This Sinew is generally found within
Nemian Authority - A ghost with access to the Sinew Spectres, as it calls upon the entropic forces of the abyss
of Dreams may be able to enter and manipulate the to break down objects and infect subjects with disease.
dreams of the living within the realm of Tenemos. Such
Ghosts often have doings with Thyrsus mages. This is Kenning - Determine information regarding a certain
often associated with Sandmen. Ghosts soul though powers of perception.

Sovereignty - Ghosts with access to the Sinew of Lachesis' Weavings - Ghosts, which possess this Sinew,
Authority may command attention of other ghosts, and are able to read portents of fate, and may be able to
manipulate mortal memories. At higher levels this power manipulate them subtly.
may be used to possess a mortal host.

Sentry - Ghosts with access to a Sinew of Sentry have New Stat – Mnenosyne
heightened senses and control of their surroundings to Morality cannot be regained through any means,
the point of foresight at high levels. the touch of the Abyss has created an inability to regain
the loss of connection to the Supernal realms the person
Shackles - Ghosts with access to this may temporarily may have had. Certain Sinews may allow for a chance
affect the bonds that hold them to the living. At high for redemption through spiritual cleansing, but not
levels these effects may be strengthened (or weakened) without great risks. Otherwise, morality effects are
permanently through sacrifice of their very Corpus. identical to those outlined in World of Darkness.

Power stat – Pneuma


Pneuma - purpose; intention; animating spirit. The strength of will within a ghost to both continue their existence and to
maintain a presence and influence over the living realms. Also known to ghosts as their soul strength.
Moros mages, Bone Shadow werewolves and several other groups of supernatural creatures seek to entrap Ghosts
to do their bidding. Others seek to find ways to summon the undead to perform a task. To resist domination or entrapment
against their will a ghost must roll their Defiance (+ Pneuma if the threat is coming from another supernatural creature’s
power).

Rating Max shade stat Maximum Essence Pool Ennui / Temperance Penalty
1 5 10 0
2 5 11 -1
3 5 12 -1
4 5 13 -2
5 5 14 -2
6 6 15 -3
7 7 20 -3
8 8 30 -4
9 9 50 -4
10 10 100 -5

Anchors - Everyone has something that has meaning to Manipulation 2, and Composure 3.
them. For a Ghost it is this very thing that keeps them Therefore as he applies his dots as follows: Conviction
tied to the living world. Each Ghost possesses anchors 3, Grace 3, and Defiance 4. When interacting with the
with an attached emotion or passion. These are rated mortal realm he possesses the following attributes:
from 1 to 5 the higher the score the more meaning it Corpus 9, Speed 16, and Initiative 7.
holds for the Ghost. But like everything the Abyss To increase a ghost’s Volitional attributes they
begins to strip away meaning and emotion for the Ghost. must spend a number of experience points equal to their
This slow process is known as ennui or feelings of new rating times ten, and then attempt Temperance. If
weariness and fatigue with a connection to the living the Ghost wins against his Daimon then he or she may
world. raise the Volitional Stat to its next rating, if they fail they
The attached emotion or passion is how ghosts lose the experience and nothing happens. As a Ghost
regain their essence. When near their influencing passion may attempt this so can its Daimon, when a ghost
while in a circuv, the ghost may roll their Conviction + slumbers to heal damage to its corpus, it opens them up
Anchor rating. Each success imbues the ghost with one to their Daimon. If a Daimon so wishes they may
point of essence. A ghost is automatically aware of such attempt a corruption of the soul and make them forget or
essence being present and may attempt harvesting renounce connections to their previous life. If successful
essence while aware of it. Essence is often a commodity the Daimon weakens an Anchor’s strength by one dot, if
among spirits however, and often the ghost has to vie for it fails nothing happens.
it with other spirits present and occasionally A ghost’s Psyche, Virtue, and Vice determines
werewolves. their Mien when they attempt to manifest in the living
realms. For each success the character attains in a
Shade of Life conviction + grace roll vs. the local Shroud, the
Having no true form in the world of the living or character may affect one sense of one person present. A
in the Shadow a Ghost must rely upon will alone. A character’s Ennui penalty applies to the dice pool to
ghost has no physical statistics in the realm of the Quick, manifest. Certain Sinews may alter this effect however.
instead they rely upon their incorporeal or ectoplasmic The effect lasts for the entire time the ghost remains
form attributes called their volitional stats as follows: manifested. Please note that a ghost may only attempt
Power - Conviction, Finesse - Grace, Resistance - this once as an instant action, it is not considered an
Defiance, Corpus - Health Levels. To configure the extended nor contested action although certain sinews
attributes, each stat begins with the lowest in each of the may alter these rules. A Ghost may only physically
Power, Finesse and Resistance attributes categories. manifest for a number of turns equal to their Defiance +
For example: Dorian the police officer is killed Psyche in turns.
in a fight against a group of gang members. His While in shade form a ghost uses their Grace as
attributes are as follows: Intelligence 2, Wits 3, Resolve a perception alternative, however dim light, obscuring
3, Strength 2, Dexterity 2, Stamina 3, Presence 3, smoke, wind, background noise has no effect whatsoever
on their powers of perception.

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