ghosts - a guide to the underworld
TRANSCRIPT
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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.