ghosts - a guide to the underworld

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Page 1: Ghosts - A Guide to the Underworld

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Death, what's beyond? These questions haunt

nearly every living person in existence. Ghosts exist as a

reminder that something lies beyond, but these creatures

of despair are often the embodiment of questioning

whether a final solace is attainable or not. Within the

realms of the Underworld many ghosts try to cling to a

life that is no longer their own. Gathering together they

have created a society that exists forbidden fromtranscendence or rebirth.

5H>?LQILF> 'FIMM;LS

 Anathema - the curse of the Underworld for a damned

soul to never enter the Afterlife (Supernal Realms).

  Angst - The power of the Daimons frustration, and

willingness to give up or destroy meaning to their

previous life.

Caul - A plasmic “birth” covering of a newly formed

ghost. The caul distorts the ghosts perception of its

current state in a foggy, hazy film. A ghost cannot leave

the Labyrinth until its caul is removed.

Circav - The area of influence a ghost possesses in the

land of the living around its anchor. Also known as a

circle.

Conviction - The strength of will a ghost possesses. A

measure of belief and determination.

 Daimon - See Goetia.

 Deathlords - Powerful spirits ruling over the Labyrinth

of Purgatory and extending their influence into the

Underworld.  Defiance - A ghosts resistance to domination or being

forced against something. The resiliency of their soul.

 Drone - A ghost who has lost the entire connection to

his past life through a reduction of their Psyche. Such

mindless ghosts exist only in the Labyrinth or the

Underworld having no connection with the Quick 

Realms save for brief moments of unintentional

manifestation near their anchors. Also known as the

Soulless.

 Enfant - A newly formed ghost which still possesses it’s

plasmic caul.

 Ennui – The gradual yet inevitable boredom andweariness that infects a ghost over time.

Gaunts - The eldest ghosts in a given area or Necropoli.

Goetia - The inner goetic demon a Ghost must struggle

with, their vice and all of their failures manifested in one

inner demon that haunts the ghost. Also known as a

Daimon.

Grace - A ghosts ability to express their will or desire.Also the ability to discern right from wrong. Moral

Integrity. 

  Hierarchy - Minions of the Deathlords and the ruling

class of ghosts within the Underworld.

  Heretics - Faithful among ghosts who continue to pay

homage to a deity in hopes of a brighter afterlife

Considered dangerously obsessive among the Hierarchy

these ghosts are proclaimed enemies of the Hierarchy.

 Maelstrom - A storm of Abyssal energies, that sweep the

underworld during momentous negative events in thecorresponding material realm.

  Mien - The form of manifestation a ghost takes within

the living world occurs while the exists in Twiligh

within it’s circav.

 Mnenosyne - A measure of the amount of memory and

connection a ghost retains of their past life.

 Momento Mori - The act of being remembered. To be

remembered by a living person as if to receive flowers

on one’s grave, or to be spoken of or recognized. A brief

moment of solace for a ghost.

 Necropolis - A ghostly counterpart of a city. The

Underworld impersonation of an existing city on theother side of the Shroud.

 Nihils - Cracks and pits of entropy leading directly to the

Abyss. Foul demonic spirits whisper corruption through

these.

Quick, the - A generally used to term to refer to the still

living. Also known as Skins.

  Essence - Emotional essence ghosts glean from the

living to fuel their Sinew and to exist in the Underworld.

  Phageon - Simply eaters, zombie like undead which

roam the labyrinth in an attempt to find ghosts and other

creatures there to consume them for their essence to

exist. Such creatures are sometimes subdued and moldedby the Deathlords to act as servants.

  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. 

 Psyche - A ghost’s freewill and awareness of the world

around it. A ghost who has lost a connection with its

Psyche is called a Drone.

 Reapers - Ghosts who directly serve the Hierarchy and

Death Lords to possess the freedom of having their own

personal agendas. Relics - Items which enter a ghosts Circav, which have

been destroyed in the living world but possess a spiritual

counterpart in the Underworld. Also item brought to the

Underworld from the Shadow.

  Reliquiae steel -Steel-like substance, which has been

crafted from the calcification, and smelting process of

ghosts plasm. A practice of the Hierarchy. Not to be

confused with Relics.

 Repose - A measure of the peace that a ghost has with

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themselves, their morality, and ability to cope with the

state of death.

Sepulture - A place where the Shroud between the living

realm and the Underworld have grown thin. Such places

are easily accessible to ghost even if they don't possess

an Anchor nearby.

Shoals - Areas of apathy that lie within the Shadow,

places where the Abyss links to the Shadow and drains it

of essence and life.Shroud - The veil of realities between the Shadow and

the realms of the Underworld.

Sinew - A supernatural ability associated with Essence.

Gifts which the afterlife has granted individual ghosts.

Sinews are rated from 1 to 5 and are associated with

aspects of a ghosts individuality based on their death,

life, and anchors. Called as such from a lack of true

fleshy muscle but it comprises of much of their strength.

(Often said weaving a Sinew of ...)

Skin - a standard coin within the Underworld for trade,

also broke into bits which are 1/10th of a single skin. All

are said to be minted by the hierarchy from the plasm of discorporate renegade ghosts. A rumor which the

Hierarchy does not disclaim. Also a slang term referring

to the still living as in “I saw this Skin in my Circle...” 

Solace - the act of receiving essence from the still living.

A temporary easing of grief, loneliness, discomfort, etc

from the state of being separated from the living.

Spectres - Ghosts corrupted by the enticing pacts withdemonic spirits of the Abyss. Ghosts corrupted from

within by their own Daimons. Powerful, spiritual

manifestations of the power of the Abyss.

Tenemos - A realm of collective dreaming where a ghost

may physically confront their own Daimon, or interactwith the living during their dreams.

Volitional Attribute - A Ghost’s soul determination and

resilience.

Wounds - Areas of corruption within the Shadow that

have been shaped by both the material world and the

Abyss. Territory of powerful corrupt spirits known as

Maeljin.

Wraith - A ghost which has lost a connection with its

fetters but still remains in the Underworld through sheer

determination.

'BIMNM 

First lets examine what a Ghost is and what it is

not.

Ghosts are a manifestation of the will and

determination of a soul to deny Transcendence, Ghosts

hold onto something from their mortal life and are

unwilling to let go of them. Despite this, many Ghosts

remain in the Underworld long after they have let go, in

fact, aside from the heretics, many don't know of any

existence other that the one they have adopted. Beyond

the world we know and beyond the Underworld, lies the

Supernal Realms. Within these realms lie various

heavens and hells which the soul gravitates toward due

to their actions and beliefs. Others yet, may reiterate

with a newly formed body and reincarnate into the

mortal realm. Ghosts however, are unwilling or unableto move on as something holds them onto the life they

once held dear.

Occasionally, a ghost may find itself trapped in

the Underworld, unable to move on due to the fact

something holds it to the realm of the living despite their

willingness to move on. Such ghosts are often deeper

corrupted by their Daimon and is often swayed to

transforming into a powerful agent of the Abyss among

the ranks of  Spectres; becoming one which attempts to

break down the connection other ghosts hold onto.

Few mages and werewolves believe that a Ghost

is a soulless ectoplasmic form of will, which exists as anabomination, to be manipulated as they please. The truth

is that Ghosts do have a soul, save for the few  Droneswhich remain as mere echoes of their prior existence.

Sometimes mages enter the Underworld with

knowledge of their arts of magic intact, these Fey are

seen as ominous and are often hunted by the Deathlords

as demons and are unwelcome in any doings with the

Hierarchy. Few believe that the Deathlords are actually

frightened by them and view them as a threat to their

rule. A heretic group known as the Order of Kismet once

held knowledge regarding the Fey, but have since been

abolished by the Hierarchy.The Fey are not to be confused with the Fae

which traverse the realm of Tenemos and hail from the

Supernal Realm of Arcadia. Those fickle and capricious

creatures will be discussed at a later time.

,;<SLCHNB I@ 0OLA;NILS 

Before a living being enters the Underworld, as

a resident or visitor, he or she enters a never-ending

transforming, maze. Sometimes called the Border

Realm, dreadful spirits and the ravenous walking deadwander this damned landscape. Either of which have

become lost between worlds, or those who have

completely lost their intellectual capacity. None

however, are truly native to this horrendous realm, save

for those who rule over its hapless tenants.The Labyrinth appears as a hellish dungeon to

most, an endless hallway of doors to others, and few find

it to appear as nightmarish warrens. One can either

attempt to negotiate with its inhabitants or wander his

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way through this abstract maze on his own, subject to

terrors of both the Shadow and the Underworld. Either

the completely mad, or the most clever will attempt to

negotiate travel with its rulers, the Deathlords.

Few ghosts from the Underworld traverse the

Labyrinth, attempting to locate those who have passed

into its dark halls, and bring them to the depths of the

realm of the dead. Some of which, however, do not do

such out of kindness; but rather as an attempt at forcedslavery of the newly departed. These “ Reapers“, often

possess Sinews that enable them to locate, and traverse

the portals between the underworld, and the never-

ending maze of the Labyrinth, serving the will of their

dark lords.

4B? 3NSAC;H 2?;FGM 

Throughout the Labyrinth lies pockets known as

the Stygian realms, home to the rulers of the hellish

maze and Gatekeepers to the realms of the Underworld

the  Deathlords. While points of access lie to the

Underworld throughout the Labyrinth, those who reach

these islands within the maze rarely leave the same.

Anubis, Hades, and Charon are only a few of the

names associated with the Deathlords. Powerful Magath

spirits comprised of both Ephemera and Ectoplasm,

legends are told of their existence. Whether the legends

are about them or they are borne from those same

legends is not known. What is known is these powerful

spirits are capable of opening or closing the portals to

the Underworld but forever barred from entering them.

They may however, interact with the denizens of the

Shadow, and confront Ghosts that have produced a

presence there.

It is said that their power was once that of Gods

over the departed, but a great maelstrom tore through the

underworld and trapped them in the labyrinth and took 

with it the tower they once drew their power from.

It is whispered in the Underworld that their

existence is akin to a position of power; of which must

be fulfilled by other ghosts, stripped of their connection

to previous lives and adopting the title through pacts to

darker powerful spirits of the Great Abyss. Rumor holds

the true Deathlords disappeared thousands of years ago

with the Tower of the Lead Coin in a fantastic andterrible Maelstrom.

4B? !<SMM 

The Great Nothing, Oblivion, Hell, this realm of 

entropy has gone by many names. But what its best

known for is the great demonic, spectral denizens which

seem to exist simply to terrorize and devour the ghostly

inhabitants of the nether realm of the Underworld

Cracks, known to the ghosts as  Nihils, lead down to the

great nothing exists in both the Underworld and the

Labyrinth. Through these cracks seep festering energies

that seem to corrode and wither all that exist around

them, or whisper enticing secrets of hope. From these

great scars come the forces of entropy, Spectres

powerful ghosts that have been corrupt and exist only for

the pursuit of destruction of that around them.Though most cracks are only minute, few exist

which seem like entrances to large caverns, sometimes

reaching into the Shadow and slowly drain it of essence

and life. These "Shoals" are merely a small trickle of the

power that exists in the Abyss. However, sometimes the

energies bleed over so heavily into the Shadow tha

entities may, in fact, reach directly into the Shadow, and

corrupt the energies that lie there. Places such as this are

known among the Uratha as "Wounds". Wounds usually

only manifest if the conditions are right, where the

material realm has bled over its own corruption and taint

and allowed a Shoal to grow to this magnitude.Occasionally, significant events of tragedy occur

in the living realms that cause so much suffering and

despair it actually feeds the Abyss. Moments like this

allow for the Abyss to swell up and issue forth great

winds of entropy. To the ghosts in the surrounding area

it is similar to vampire’s weakness to sunlight. The

searing winds literally rip a ghosts corpus to shreds if he

or she is caught in it, sometimes it will even cause

buildings to crumble exposing those taking shelter

within to its full wrath. Such storms can last anywhere

from a few moments to a few days.

5H>?LQILF> 

Once a character passes through the Labyrinth

and into the true Underworld, they find themselves

apparently back at where they began. However, the

world is appears post-apocalyptic, crumbling, unkempt

and fading with the entropic energies of the Abyss

Trash lines the streets, and normally healthy green parks

appear as a pale green, fields of diseased grass and

charred twisted black trees, windows are shattered and

buildings appear as though they should be condemned

completely. Nearly everything in the mortal realm has a

counter part here, even buildings seem crowded as neware build nearly overlapping the old. Each city or town

that exists in the living world has a counterpart here

such  Necropoli are generally ruled by a group of the

eldest ghosts or Gaunts. Other constructs of the native

inhabitants are also present; as in life, ghosts continue tomold and shape their new world into their, sometimes

horrific, own designs.

It is here that one may interact with the departed

either those who cannot re-enter the world in twilight, or

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those who are there to rest between their interactions

with the realm of the living. Interacting with the undead

in their realm is similar to interaction with the living on

the physical plane. (Spirits have a physical counterpart

here, as such their attributes are as they were in life at

the point of death, though they may continue to learn out

of survival, as most must to avoid the wrath of its

ruthless rulers.)

Upon a persons death, marks are left on the bodyregarding the how the death occurred, their virtues and

vices, and which of those more strongly ruled a persons

life prior to their current state. These  Deathmarks are

usually only visible upon a ghost’s plasm only when

another ghost uses a Kenning Sinew. If a ghost is still in

its caul in the Labyrinth, however, a Reaper may visibly

be able to determine a bit about his potential thrall prior

to its freedom. Through this many ghosts determine

what to do with an Enfant prior to its reaping. An

individual’s Caste and Guild may also be determined

though their Deathmarks.

There are those who consider the powerfulspirits of the Labyrinth as gods and leaders, and enforce

their rule on the Underworld. Barred from ever

completing passage fully into the realm of the dead, the

Deathlords rules the dead with an iron fist through the

Iron Legion of the Hierarchy. Those who oppose it are,

either crushed it’s wake, or “re-sculpted” in the forges to

fit a more non-threatening role in the Legion. Often

ghosts are crafted into dark   Reliquiae steel arms and

armor, while others become broke down into coins and

bits of currency known as “Skins“ . Some consider this

worst than suffering a final death, as few are truly sure if 

the smelting process completely breaks down a ghost’sawareness. Meeting with the final death, in the afterlife

is never a pleasant thing, as those who suffer it are

spiritually thrown into the Great Abyss screaming torn

apart and consumed by its ravenous demonic inhabitants

for essence. The Hierarchy controls the majority of the

Underworld and its influence is felt throughout.

Other groups exist, whom believe that those who

do not become ghosts have transcended beyond the

realm of the underworld. Known by the Hierarchy as

" Heretics", these ghosts continue to hold onto the faith

they possessed in life and assume a life eternal beyond

the dark and tragic lives they have been granted. Theybelieve the Hierarchy’s Anathema is a lie, the

Transcendence is still possible, through devotion.

Yet another group known as " Renegades" are an

unaligned group of ghosts which defy the rule of the

Hierarchy at nearly every turn. They believe in the right

to rule themselves through democratic rule.

$;CGIHEach Ghost struggles with their own inner

demons. Sometimes known as Goetia, a Daimon

represents a Ghost's repressed feelings, their Vice and

everything that a Ghost has come to hate about

themselves. Daimons possess an ability to overtake a

Ghost’s actions with an inner determination known as

 Angst. A Daimon's Angst represents all the anger

frustration and resentment that the Ghost itself feels

Occasionally a Ghost is overtaken by its own Daimon

completely and such an abomination is often called aWraith, monsters of the Abyss itself released into the

Underworld. As Ghosts have their Anchors, so do their

Daimons. Each of a Ghosts Anchors come with some

form of frustration or complication, these dark emotions

are part of the Daimons existence as much as the Ghosts

These  Animosities, are what fuels the Daimon's

existence, and continues to make it a part of the Ghosts

existence.

Vampires, which find themselves in the

Underworld, find that their Daimons are the sanguinary

bestial, inhuman creatures they had strove so long to

contain. The feral Spectres that these create arethankfully short lived, torn apart by their own rampaging

actions.

2?;FG I@ $OME 

As the veil separates the Shadow from the world

of the living, so is the land of the dead from the Shadow

Few paths lead deeper into the Shadow into the Stygian

Underworld. Most of what appears in the Shadow is

representative of something else. As such paths that lead

deeper into the realm of the dead often appear

symbolically as sinister staircases, crumbling wells, or

foreboding caverns all of which seem to go on forever

Separating the Dusk from the Shadow is another barrier

known as the "Shroud". The Shroud is what keeps most

spirits from entering, and ghosts from leaving. Crossing

the Shroud can seem like a number of different things, a

sudden feeling of dread passes over you, a feeling of

passing through a thick layer of cobwebs, or even feeling

your own death rattle escape your lips.

Certain ghosts known as "Wayfarers" travel into

the Shadow to seek out items of importance and use

within the Underworld. Journeys such as these are very

dangerous however, as there are spirits within theShadow that see ghosts merely as other spirits to

consume for their Essence.

)H NB? ,;H> I@ NB? ,CPCHA 

Not always must one enter the Shadow before

being able to enter the Underworld, rarely in "haunted"

places is the Shroud nearer to the physical realms

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Known among ghosts as Sepulchres, the Underworld

takes a tremendously closer step to this world, possibly

even affecting it in subtle ways. Some may feel a sense

of foreboding; others may even catch the scent of death

as it hangs heavy in the air. (This is often disturbing to

mortals and they must make a successful   Resolve +

Composure roll  to remain in such an area every ten

minutes. If a extraordinary success is gleaned they are

  free from further rolls, unless something happens that may set them at unease once again.)

Some mystical beings, however, such as Bone

Shadow werewolves, Moros and Scelesti magi, and

group of vampires known as the Ordo Dracul, may

actually seek out such places, known as Sepultures, for

their own agendas. Tapping them of their entropic

energies and sometimes stripping the ghosts themselves

of freewill, Essence, or ectoplasm, the very stuff of their

being.

It is within the land of the living that a ghosts

anchors lie. Each anchor is representative of something

the ghost either held dear in life, both physically andwith great emotion. In the Underworld, a ghost may see

the area surrounding her anchors as a ripple, or sense a

strange feeling of peace when nearby. But only the ghost

who possesses that anchor may enter the realm of the

living through it in a state of Twilight. The area

influenced by the anchor is variable upon the power and

strength of the ghost bound to it. Each anchor is rated

from 1 to 5 depending on the amount of emotion

instilled into it by the ghost. The ghost may exist in

twilight 10 yards per point of Anchor merit they possess.

This area within the Quick Realms is known to ghosts as

a "Circav". Within a ghost’s Circav, they may manifestand influence the living world through the use of their

Sinews. To a ghost tearing through the shroud to

manifest is often akin to the feeling of passing through a

dense layer of spider webs. To manifest the ghost must

roll their conviction + grace roll vs. the local Shroud.

4B? &IAGhosts are not supposed to exist, mankind has

always wondered the true existence of the Underworld.

What lies beyond death. The Fog ensures that normal

mortals recall only vague accounts of interaction withthe departed. Most mortals can only recall an oblique

memory of the appearance of an apparition, as well as

hazy accounts of conversation and reunion with those

they have lost.

As werewolf lunacy with roll of composure + resolve

roll gaining bonuses according to the relationship they

had with the ghost confronted with. A ghost may weave

a sinew allowing more or less of the memory to remain.

(see sinew of Sovereignty for more information)

#;MN? Determines the type of life a person had lived

Determines Skill Specialties and starting Volitiona

Attribute.

Wayfarers - Explorers having never found a truecalling, wayfarers dedicated their life to exploration

through the arts, athletics, or distant places. GracePatrons – Advocates who spent their life healing and

guiding others. Conviction

Artificers - Laborers spent their lives creating lasting

works for others. Conviction 

Zealots - Idealists devoted their lives for a particular

spiritual, political, or ethical belief. Grace

Wardens- Caretakers - Lived their lives physically

taking care of objects or places. Also traders. Defiance

'OCF> Determines the way that a ghost met its fate

Determines a Ghost's Mien, their Daimon's Angst, and

Guild Sinew.

Tempests – Guild of Storms aka Poltergeists - Violence

or Sudden Death - Angst 4 - mien of the poltergeist

Atropians – Hands of Destiny aka - Fate or Old Age -

Angst 2 – Mein of the Fates

Laments - Grief aka Apparitions - Despair or Suicide -

Angst 5 – Mien of the River Styx

Scourges - Filth - Pestilence or Disease - Angst 3 –Mien of Pestilence

Cryptics - Paradox aka Decievers - Mystery or Freak

Accident -Angst 1 – Mien of Paradox

7?;PCHA 3CH?QMGhosts are intuitively attuned to the realms the

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

realm of the underworld and everything it touches, but

may never directly alter the reality of the realm of the

living, it may however coerce the still living spirits of

the inhabitants that exist there. Sinews are gifts similar

to a (Werewolf's gifts?) as they may be learned by otherghosts, or bargained for by other denizens of the

Underworld.

Almost always requires at least one essence. Willpower

bonus applies as normal.

Basic Roll to use a Sinew in the Underworld or while in

Dusk: Attribute + Skill + Volitional Attribute

Basic Roll in the Living Realms or within a circav

Volitional Attribute + Sinew – Shroud Rating.

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Shroud Rating

Graveyard 3

Battlefield 3

Church 4

Hospital 4

Historic Building (100+ years old) 4

Old Building (50-100 years old) 5

Handmade structure (wooden bridge, shed) 5Parking Lot 6

Modern Commercial building (grocery store, mall) 6

Modern Industrial building 7

Modern Lab 8

Modifiers to shroud rating

Late Morning Noon or Afternoon +2

Bright sunny day +2

Mostly cloudy +1

Heavy over cast or rainy 0

Dawn or Dusk -1

Midnight -2In the company of mortals *+1 per 2 people beyond 1

Ennui penalty*

*max 5

Possible Sinews?

Malleable Form - Sinews of Form allows for a Ghost to

manipulate the ectoplasm of their existences. At higher

levels of mastery a ghost may manipulate another ghosts

ectoplasm, and the building blocks of the realm itself.

Nemian Authority - A ghost with access to the Sinewof Dreams may be able to enter and manipulate the

dreams of the living within the realm of Tenemos. Such

Ghosts often have doings with Thyrsus mages. This is

often associated with Sandmen.

Sovereignty - Ghosts with access to the Sinew of 

Authority may command attention of other ghosts, and

manipulate mortal memories. At higher levels this power

may be used to possess a mortal host.

Sentry - Ghosts with access to a Sinew of Sentry have

heightened senses and control of their surroundings tothe point of foresight at high levels.

Shackles - Ghosts with access to this may temporarily

affect the bonds that hold them to the living. At high

levels these effects may be strengthened (or weakened)

permanently through sacrifice of their very Corpus.

Conveyance - This sinew affects a ghost’s movement

through the physical realms and the underworld.

Chimera - The Sinew of Chimera allows a ghost to

manipulate ephemeral creatures and objects. Often this

ability is associated with Wayfarers.

Shadows - The Sinew of Shadows allows ghosts to

manipulate light and the lack there of.

Forging - Artificers as they are often called often use the

Sinew of Forging to craft objects of ectoplasm and

imbue it with fantastic (or sometimes horrific)

properties.

Tenure - The ability for a ghost to have sway over an

object of non-living matter. At high levels a ghost may

actually possess a corpse or machine for a short time.

Beasts - Animals of all kinds are the targets of the Sinew

of Beasts. This power enables simple communicationwith animals, and the ability to create an ectoplasmic

counterpart of dying animals to the Underworld.

Cite - The ability to move or manipulate objects in the

Quick Lands with sheer will and determination.

Life - This rare Sinew allows for a ghost to manipulate

the force of life within a subject, healing it or harming as

they will.

Nihilism - This Sinew is generally found within

Spectres, as it calls upon the entropic forces of the abyssto break down objects and infect subjects with disease.

Kenning - Determine information regarding a certain

Ghosts soul though powers of perception.

Lachesis' Weavings - Ghosts, which possess this Sinew

are able to read portents of fate, and may be able to

manipulate them subtly.

 New Stat – Mnenosyne 

Morality cannot be regained through any meansthe touch of the Abyss has created an inability to regain

the loss of connection to the Supernal realms the person

may have had. Certain Sinews may allow for a chance

for redemption through spiritual cleansing, but not

without great risks. Otherwise, morality effects are

identical to those outlined in World of Darkness.

 Power stat – Pneuma

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 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 entrapmen

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 02 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

them. For a Ghost it is this very thing that keeps themtied to the living world. Each Ghost possesses anchors

with an attached emotion or passion. These are rated

from 1 to 5 the higher the score the more meaning it

holds for the Ghost. But like everything the Abyss

begins to strip away meaning and emotion for the Ghost.

This slow process is known as ennui or feelings of 

weariness and fatigue with a connection to the living

world.

The attached emotion or  passion is how ghosts

regain their essence. When near their influencing passion

while in a circuv, the ghost may roll their Conviction +

Anchor rating. Each success imbues the ghost with onepoint of essence. A ghost is automatically aware of such

essence being present and may attempt harvesting

essence while aware of it. Essence is often a commodity

among spirits however, and often the ghost has to vie for

it with other spirits present and occasionally

werewolves.

Shade of LifeHaving no true form in the world of the living or

in the Shadow a Ghost must rely upon will alone. A

ghost has no physical statistics in the realm of the Quick,

instead they rely upon their incorporeal or ectoplasmicform attributes called their volitional stats as follows:

Power - Conviction, Finesse - Grace, Resistance -

Defiance, Corpus - Health Levels. To configure the

attributes, each stat begins with the lowest in each of the

Power, Finesse and Resistance attributes categories.

For example: Dorian the police officer is killed

in a fight against a group of gang members. His

attributes are as follows: Intelligence 2, Wits 3, Resolve

3, Strength 2, Dexterity 2, Stamina 3, Presence 3,

Manipulation 2, and Composure 3.

Therefore as he applies his dots as follows: Conviction3, Grace 3, and Defiance 4. When interacting with the

mortal realm he possesses the following attributes

Corpus 9, Speed 16, and Initiative 7.

To increase a ghost’s Volitional attributes they

must spend a number of experience points equal to their

new rating times ten, and then attempt Temperance. If

the Ghost wins against his Daimon then he or she may

raise the Volitional Stat to its next rating, if they fail they

lose the experience and nothing happens. As a Ghost

may attempt this so can its Daimon, when a ghos

slumbers to heal damage to its corpus, it opens them up

to their Daimon. If a Daimon so wishes they mayattempt a corruption of the soul and make them forget or

renounce connections to their previous life. If successful

the Daimon weakens an Anchor’s strength by one dot, if

it fails nothing happens.

A ghost’s Psyche, Virtue, and Vice determines

their Mien when they attempt to manifest in the living

realms. For each success the character attains in a

conviction + grace roll vs. the local Shroud, the

character may affect one sense of one person present. A

character’s Ennui penalty applies to the dice pool to

manifest. Certain Sinews may alter this effect however

The effect lasts for the entire time the ghost remainsmanifested. Please note that a ghost may only attempt

this once as an instant action, it is not considered an

extended nor contested action although certain sinews

may alter these rules. A Ghost may only physically

manifest for a number of turns equal to their Defiance +

Psyche in turns.

While in shade form a ghost uses their Grace as

a perception alternative, however dim light, obscuring

smoke, wind, background noise has no effect whatsoever

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on their powers of perception.