Ghosts/Spirits Spirit categories : Abstr act & conce ptual spirits — Spawned by human thoughts, deeds and emotions Artificial spirits — reflections of things created by the hands ofmankind. Gaia spirit s — Nature-spirit s, they encompass animals, plants and natural phenomena, such as spirits of storms, fog, etc. Locat ion spiri ts — hese spirits can encompass incredibly large areas, buildings, swamps, deep woods, !unk yards, est. Elementals — represent a pure element, with minds of their own Wyld spirits- Spir it s of pure chaos, they embody change , possibility , entropy , potential , anything " e#e rything at once, est. Wyrm spirits- $lso known as %ane spirits, they are e#il " signify corruption, murder, filth, disease, pornography, pollution, est. Weaver Spirits- $l so kno wn as &a tte rn Spide rs, the y emb ody structure, technology , control, strengthen the gauntlet, order, est. Willpower - he abilit y to affect its en# iro nment, man ipu lat e ob!ects or withstand damage • 'se d for all phy sical act ion s inc luding (e )te rit y and Stamina • 'sed to soak damage *both +ethal and %ashingRage- he spirits natural hunger and inner power• 'sed for (amage rolls or Strength rolls used push or throw things. • he Spirits (efense or (odge dice pool Gnosis- he spirit s awar eness, used to ment ally connec t to the world and understand it. • 'sed for all ental and Social actions • $lso aid in using harms and teaching Gifts Essence- *spirits health/ sie0illp ower 1 2age 1 Gnosis • 3f a spirit loses its entire 4ssense, the spirit is discorporated and fades away into the 'mbra. • $ spirit remains faded away, but it will then begin to re- form at a rate of one 4ssence per day. • 0hen a spirits 4ssence is full, it reincorporates. • 0erewol#es can har#est gnosis from hurt spirits or bind them into fetis hes, if a Spir it loses all its 4ssence and is bound or har#ested, the spirit is destroyed. Defense5 2age !ysical Attac"s5 0illpower#nitiative5 0illpower. Abilities and ot!er actions- Spirits don6t posses abilities or otherdice pools. heir three raits are considered to e)press their depth of knowledge and e)perience with the mortal realm. he storytellersho uld ad! ust the se dic e poo ls if the spiri t tri es to accompli sh something it is unfamiliar with. 4)ample: a nature spirit trying to hack into a computer mainframe would ha#e its Gnosis dice pool reduced to half, and roll at a higherdifficulty. Spirit Ran"he power le#el or 2ank of the spirit depends mostly on the !ob that they do and how old they are. he easier it is for them to gain spiritual essence, the more powerful they become Ran"$a%imum Essence umber of'!arms (ype of Spirit & Descrip ti on 7-8 79 7-Gaffling) he bottom of the spirit hierarchy, they are the ser#ants and sla#es of high le#el entities. hey are simple minded and are tasked with completing simple !obs. hey ha#e little to no 3ntelligence and represent single items or comple) ideas. ;-< 9 8-= *agglings)he doers and shakers of the spirit world. hey are dangerous spirits with clearmoti#es, a distinct perspecti#e, and frightening capability. he most common type of spirit that someone would >bargain with? to learn spirit Gifts. hey represent recurring items or common ideas. @-A ;9 <-7#ncarnae)he powerful a#atars, minions, consorts, ad#isors, and warriors of grater otem Spirits or e#en the 0ea#er, 0ild, or 0yrm themsel#es. hey often ha#e their own domains or pocket 2ealms, but most dwell inside the (eep 2ealms of their controlling masters. hey normally are powerful aspects of singular emotions or important ideas. 791 7991 $ny number(otems) Spirit gods of immeasurable power. hey are the ancient embodiment of creatures, emotions, and important aspects of time and place. hey normally reside in theirown (eep 2ealms and use the 3ncarne to complete their tasks. he only e)ception is a (en-2ealm tied to one of the hanging %reeds, were a otem may manifest its presence.
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mortals are harder to free, but 0yld energy does dissol#e the
0eb.
Camou$agehe spirit has a means of acti#e camouflage. his might
ppear as an octopus6s skin that can change te)ture and color
r allow it to morph into a common item*s. he spirit spends point of 4ssence and remains still. $s long as the
ghost/spirit does not mo#e, the camouflage remains acti#e *up
o a scene. Spirits can use this harm while it isdiscorporated, to disguise the spirit while it is reforming.$nyone trying to percei#e the spirit suffers a negati#e
modifier eBual to the spirit6s Gnosis.
Clair%o"ance (G)he ghost can speak to mortals through the body of another
i#ing person. 2oll 0illpower 1 Gnosis, with the sub!ect6s
0illpower subtracted from the dice pool as a penalty. 3f the
#ictim is a willing participant, no roll is made. 3f the ghostails, no communication is possible. 3f the ghost wins, it can
peak using the #ictim6s #ocal cords for a single turn. $t the
nd of the turn the #ictim suffers a single point of bashingdamage due to the strain of contact. 3f the ghost wishes to
ontinue speaking through the medium, a further 0illpower 1
Gnosis roll must be made each turn. he medium continues to
uffer an additional point of bashing damage at the end of
ach turn of communication. 3f the medium is rendered
unconscious, no further contact is possible.
Cleanse the Blight (S Ga)his spirit has the ability to purge spiritual corruption in a
gi#en area. Jb#iously this harm isn6t a#ailable to %ane
pirits. he spirit rolls their Gnosis #erses the strength of the%lighted area. ost spirits ha#e a limit to the effect only their
phere of influence with this harm. $ wood spirit could
leanse a tree or a log cabin, but not the animals or people
i#ing inside it.
Compulsion (G)he ghost is able to e)ert its will o#er a li#ing person,
ommanding him to perform actions like a puppet. Spend one
4ssence point and roll 0illpower in a contested roll #ersus
he #ictim6s 0illpower. 3f the ghost fails or ties the roll *or the
mortal wins, the #ictim is unaffected. 3f the ghost wins the
oll, it seies control of the #ictim and can command him toerform any acts the ghost desires, within the #ictim6s
apabilities. he #ictim can attempt to throw off the ghost6s
ontrol each successi#e turn with another contested roll. 'se
he #ictim6s own dice pools to determine the outcome of hisctions. he ghost can compel a number of #ictims
imultaneously *so long as it has sufficient 4ssence.
Concealmenthe ghost/spirit is able to create a fog, summon shadows,
whip up a dust storm, or some other effect to obscure #ision
nd isolate intruders. his effect not only obscures normal
sight, but hides dangerous surroundings, mu
#oices/sound, and e#en gi#es false readings on sen
eBuipment. $ll those trapped in the mist suffer a -
&erceptions 1 $lertness rolls. he ghost/spirit spen
point of 4ssence per le#el of concealment *barely, parti
substantially, or fully and rolls Gnosis. 4ach suc
e)tends the effect up to 79 yards. he effect lasts up
scene.
Control &lectrical S"stemshe spirit/ghost can manipulate an electrical sy
operation and function. he spirit/ghost rolls Gnosis
difficulty depending on the comple)ity of the sys
Success allows the ability to o#erload a system, shdown or manipulate it. or e)ample, the spirit/ghost c
use a comple) security system to open/close doors, se
an alarm, or display a false #ideo recording.
Corruption (S Ba) Rhe %ane spirits primary weapon to influence others.
%ane spirit whispers an e#il suggestion into the #ictim6and the target becomes inclined to act on it. he spirit r
its Gnosis #ersus the #ictims 0illpower. Success plants
idea into the #ictim6s subconscious, surfacing as if
came to the e#il decision naturally. his charm can be
across the Gauntlet.
Chorus (S)his harm allows a spirit to send a message or alert to
and all other spirits of its own rait. he range is a radetermined by the spirit6s 2ank in miles. o acti#ate
harm, the spirit spends a point of 4ssence and then
Gnosis to determine how long and detailed a messagespirit can send. $ single success allows the spirit to sen
image or a short phrase. hree or more successes w
allow a couple of sentences or a detailed image.
Create 'ires (S)0ith a successful Gnosis roll the spirit can c
instantaneous fire. $ single success creates a tiny fire, w
e)ceptional successes can generate a blaing inferno.
fires must ha#e fuel to continue burning.
Create #ind (S)0ith a successful Gnosis roll the spirit can create w
effects. $ single success creates a small breee, w
e)ceptional successes can generate the force of a torn
his wind must e)ist outside and lasts for a scene.
amnations *ath (R)his harm makes it impossible for its mortal #ictim
regain 0illpower. 0hile under this curse, they no lo
are able to regain 0illpower by acting on their Nature
he spirit possesses an entangling attack, be it mystic
webbing, gobbets of intestine, wire mesh or glue-like spittle.
0ea#er spirits often use this attack before binding someone
nto a pattern web with the alcify harm. he ghost/spirit
must hit its target at range, making a 0illpower roll
(ifficulty of the targets (efense. he sub!ects struck by the
ttack are automatically grappled. 4ach turn the #ictim may
oll Strength 1 %rawl or $thletics minus the ghost/spirit6s
2age score to escapeD otherwise she is immobilied. $fter a
number of turns eBual to the ghost/spirit6s Gnosis, begineducing the effecti#e 2age score of the snare by two each
urn. his attack costs one point of 4ssence. $dditional
4ssence may be spent to add to the 2age score of the snare on
one-for one basis.
'lood (S)he spirit can force all the waters in a gi#en area to rise
apidly, causing flooding. 3n a urban area faucets turn on,ipes burst, and all drainage clogs.
'ree,e (R)he ghost/spirit robs the heat from the immediate area and
drastically lowers the temperature. he ghost/spirit losses a
oint of 2age for the remainder of the scene. he ghost/spirit
hen rolls there newly reduced rage score. he number of
uccesses is inflicted as automatic %ashing damage e#ery turn
o e#eryone in the area for the remainder of that scene *which
an be soaked as normal. $s an alternate #ersion, this power
may be gi#en as another form of elemental damage, like firer acidic fumes which would deal lethal or e#en aggra#ated
damage.
Ghost-&ater (S)he spirit with this harm is able to steal 4ssence from or
onsume ghosts as if they were spirits. he spirit spends one
oint of 4ssence to acti#ate this harm and attune its
digestion.? he effects last for the rest of the scene.
Naturally, the spirits must still be able to affect the ghost in
ther waysD this usually reBuires the spirit to be in the
hysical world or in the Shadowland/(ark 'mbra.
.ealing (S)Jnce per scene, per target, the spirit can heal a li#ing being.
he spirit rolls its Gnosis at a difficulty < for regular damagend a difficulty E for aggra#ated damage. he spirit can onlyheal an amount of damage eBual to its Gnosis score.
.owl (G)his Numina enables a Ghost to let out a blood-curdling howl
hat causes an opponent to panic and run. he ghost spends a
oint of 4ssence and then rolls 0illpower 1 Gnosis, contested
y the opponent6s 3ntelligence. 3f the ghost wins the contest,
he #ictim must flee the spirit6s presence for a number of turns
Bual to the number of successes achie#ed. *Similar to the
errify Numina, ghosts may not use this power to af
Supernaturals.
+nsight 'ren," (S Ba)he %ane spirit can induce a freny in certain supernat
targets *like Hampires and 0ere-creatures. he spirit
its 2age at a difficulty eBualt to the targets willpowe
successful, all normal freny rules apply.
/ateriali,e (S)'nlike ghosts, only certain spirits ha#e the ability to einto the physical world. his harm allows a spirit to f
itself through the Gauntlet. he spirit must ha#e a Gn
score eBual to or greater than the local Gauntlet. he s
spends three points of 4ssence and rolls 0illpower to fitself through the Gauntlet. he spirits physical
appears !ust as it does in the 'mbra, but it is held dow
gra#ity and bound to normal modes of mo#ement *i
can6t fly unless it possesses wings. he numbe
successes indicates the number of hours that the spirit
remain in the material world before returning to the 'mote) 4#ery hour that the spirit spends unfettered in
material world costs the spirit one point of 4ssence, a
body is gradually consumed. 0hen the spirit runs ou
4ssence, it discorporates, re-forming in the 'mbr
normal. he spirit can, howe#er, choose to return thro
the Gauntlet freely at any time.
/agnetic isruptionhe ghosts/spirits presence causes electronic eBuipmenmalfunction due to an intense magnetic distortion. No ro
reBuired. 3f the ghost or spirit manifests/materia
successfully it disrupts electronics within a number of yeBual to its Gnosis. 2adios, Hs and telephones emit st
$ppliances stop working. +ights go out. Hideotapes
camera film is erased/e)posed, ruining any capt
images. Spirits who cannot materialie in the phy
world will only cause subtle glitches through the Gaun
hese type of spirits are normally the enemy of the 0ea
*ee! (S)his power allows the spirit to peer into the physical w
from inside the 'mbra. he spirit may use this powe
often as they like and does not reBuire the e)pendituressence. hey may also use it in any location, regardlesstrength of the Gauntlet.
*hantasm (G)he ghost has the power to create illusory images. Sp
one 4ssence point and roll 0illpower 1 Gnosis. his po
can work on only one #ictim at a time. Jther mortals in
sub!ect6s #icinity do not see what he does. he numbe
successes depends on the sie and comple)ity of
illusion. imicking a person6s #oice alone or creati
distincti#e smell *like perfume only reBuires a si
uccess. reating the illusion of a person reBuires a two
uccesses. reating the illusion of a specific person *down to
atterns of speech and mannerisms that a witness knows
eBuires at least three successes. reating a comple) illusion
hat seems to ha#e physical substance *the witness is
on#inced that he can >touch? the illusion and it feels solid
eBuires at four or more successes. Small, subtle illusions are
generally much more effecti#e than large, o#ert ones. 0hen a
ub!ect witnesses an illusion, roll &erception 1 $lertness. 3f
he roll generates as many or more successes than werechie#ed in the phantasm roll, the #ictim recognies that the
mage can6t be real. Jtherwise, the sub!ect belie#es the
llusion is genuine. $ ghost can create a number of illusions
imultaneously *so long as it has sufficient 4ssence eBual to
ts Gnosis. 4ach illusion remains for the duration of the scene
unless dispelled.
*hantom Signhe ghost/spirit is capable of creating messages or images in
malleable forms of media. Spend one 4ssence point and roll
0illpower 1 Gnosis. 3f the roll succeeds, the ghost/spirit can
reate a single message or image. $ sentence can be written inhe steam condensed on a mirror. $ ghostly statement can be
heard amid the static of an audio tape. Jr an image can be
uperimposed on a frame of camera film or #ideotape.
Shapeshifthe ghost/spirit can take the #isual form of anything it
desires. 3t gains only the $ppearance of its new shape, not itsowers or abilities. 3f the ghost/spirit wishes to appear as a
pecific indi#idual, they must roll 0illpower and gain
uccesses eBual to the targets $ppearance $tribute.
Shatter Glass (S)he spirit can cause all the glass in the #icinity to break. he
pirit rolls its Gnosis to achie#e this destruction and may
nflict incidental damage from airborne glass.
Swift 'light (S)he spirit can mo#e with great speed through the 'mbra. 3t
ra#els at * <9 1 0illpower ) 8 5 yards per turn. $lso, if
materialied in the physical world, this charm allows the spirit
o fly or otherwise mo#e through the air. Iowe#er, this is
done at normal speeds only.
Solidif" Realit" (S #e)he spirit can solidify reality, enforcing the 0ea#ers rules and
aws on the aspects of the 'mbra. he 0ea#er Spirit only
needs roll its 0illpowerD each success reinforces the targets
olidityD adding health le#els or 4ssence for spirits per
uccess. his power can only be used once per target, and
asts for a day. Jnce the effects wear off, it can be reapplied.
Spirit Static (S #e)he 0ea#er Spirit can raise the le#el of the local Gau
by one. Iowe#er, multiple spirits working together
raise the le#el by a ma)imum factor of three. he 0e
Spirit must stay in that area to continue to emit this st
he spirit may use this power as often as they like and d
not reBuire the e)penditure of essence. 0hile concentra
on this charm, all of the spirits dice pools drop by two.
Tele!inesishe ghost/spirit can manipulate physical ob!ects as tho
it had a pair of physical hands. 3t can pick up ob!ects, th
them, open and close doors and windows, write messa
and basically anything a mortal can do with his ha
Spend one 4ssence point and roll 0illpower 1 2age.
number of successes rolled determines the ghosts/sp
relati#e Strength and (e)terity when attempting to
and/or mo#e an ob!ect. $lternately, the ghost/spirit
make a direct attack on a #ictim, using its raw powe
inflict cuts, bruises and bites on the #ictim6s body. reat
as a normal attack at a difficulty of A. he attack ignoretarget6s (odge, (efense, and Soak from any armor w*unless the armor is supernatural in nature.
Terrif"he ghost/spirit has the power to strike terror in the hof mortals who witness its presence. 2oll Gnosis 1 2ag
a contested roll against the 0illpower of each mortal
witnesses the ghosts/spirits appearance firsthand. 3f
ghost/spirit loses or ties this roll, mortals in the area
unaffected and are immune to uses of this power for
remainder of the scene. &erhaps their subconscious m
won6t allow them to recognie the ghost/spirit, or mistake the intended frightening image for something
such as a hallucination or trick of the light. ortals who
their roll, flee from the ghost/spirit and will not return to
haunted area for at least one day. *Ghosts may not use
Numina to affect Supernaturals. Spirits can use the h
to affect supernaturals, but may not affect 0ere-reatu
its effects are similar to the effects of (elirium..
Trac!ing (S)he spirit can track a target unerringly. hrough any ter
paths in the 'mbra, or e#en through the deep realms. type of tracking reBuires a point of essence for e#ery hof use.
0mbra 1ua!e (S)his powerful charm allows the spirit to tap into a de
connection with the 'mbra. (epending on the spirit,
may take different forms. Some spirits tear up the gro
itself, others create a storm of elements, or
destabiliing reality itself. 4#eryone in the area is thr
down or otherwise trashed about in the twisting eleme
ounded up. his charm costs three 4ssence per use and lasts
or a scene.
/ortal /as! (S)he spirit is able to transport itself across the Gauntlet, but,
unlike the aterialie harm, the spirit appears human. his
human >costume? is somewhat imperfect and the mortal form
s #ery generic. he spirit cannot use this charm to copy a
erson6s appearance or occupation. hey might form a
military uniform, but the colors, name tag and insignia would
e wrong. Spend four points of 4ssence and roll the spirit6s
Gnosis, difficulty of the local Gauntlet. he number of
uccesses indicates the number of hours the spirit may e)ist inhe material world, appearing human. he ortal ask is fullf tiny flaws, representing the spirits >idea? of what humans
ook like. &erhaps the spirit ne#er stops smiling, a murder-
pirit might be co#ered in tiny cuts " scars, or a nature spirit
might make e)aggerated gestures. Normal witnesses maymake a &erception 1 $lertness roll minus a number of dice
Bual to the spirit6s Gnosis. Success indicates that there is
omething off or unnatural about the generic human.
Supernaturals do not suffer a penalty to this roll.
Reincarnationhis harm is possessed only by conceptual spirits of choirs
ssociated with reincarnation, or karma. 2ebirth represents a
rocess that, once begun, must be completed within one week
se#en days, or else the benefits are lost. he spirit must first
laim a human body, either mortal or $wakened *a mage.
he spirit must then kill and de#our two more people within
he ne)t se#en days. *3f the laimed #ictim was a mage, the
ther #ictims must also be a mage. (uring this time, thepirit stores the souls of those it kills. Jnce it kills its third
#ictim, it then restores one of those #ictims to life with
enewed youth in a transformed #ersion of the laimed body:
the body is biologically 7E years old, although it
normally from then on. he other souls are then release
go to their proper fates. 3f the spirit cannot complete its
of killing two more mages within a week after the
death, none of its #ictims are reborn. his harm can
be used once upon a particular soul to rebirth its mat
body. Jnce this harm has played out, the spir
in#oluntarily sub!ect to the effects of the (iscorpora
harm. 2oll &ower 1 2esistanceD if successful, the s
discorporates and reforms elsewhere in the Shadow 2e*probably at a locus it is familiar with.
Sleep Eater
his insidious harm allows a ghost/spirit to rob hour
sleep of its #ictims. Spend one point of 4ssence and
&ower 1 inesse O the target6s Stamina 1 Superna
olerance. 4ach success represents an hour6s worth of slost. hese can only be reco#ered through normal sl
$fter the spirit eats si) hours of the target6s sleep, the ta
begins suffering the effects of fatigue *see the Worl
Dar"ness Ruleboo" , p. 7@A as if he had not slept in
hours.
4ach si) successes beyond this means the target l
another day6s sleep, and he suffers a cumulati#e O7
penalty to all dice pools and must make Stamina 1 2es
rolls or fall asleep. $ person may only lose a numbe
days worth of sleep eBual to the lowest of his Stamin
2esol#e before passing out.
, Soul arvest) his harm is a more powerful #ersio
Soul Snatch that also functions against supernaturals
possess a soul. $s with that harm, Soul Iar#est funct
!ust as the laim harm e)cept that success on the sp
part means it grasps the #ictim6s soul instead of 2idin
body. he #ictim must succeed upon a Stamina roll orunconscious. 4#en if conscious, the #ictim may not sp
points of 0illpower, e)pend points of a supernatural po
trait or use any supernatural ability without the consen
the Iar#ester spirit. he #ictim cannot regain 0illpow
its soul has been har#ested. he spirit has full knowledg
its #ictim6s thoughts and actions, no matter its locatio
the supernatural has an 4ssence trait, the being may
these points of 4ssence as its own. 3t may also choos
feed upon the #ictim6s soul at its leisure. 4ach hour
spirit does so, it gains two points of 4ssence per
consumed — feeding first on its prey6s 0illpower the
dots of Supernatural $d#antage. 4ach hour that the spir
feeding, the #ictim must again succeed upon a Stamina
or fall unconscious due to the pain. 0hen the spir
finished feeding, the creature6s soul is destroyed.
, Soul Snatc!) his is a rare but terrifying harm, allow
the spirit to steal the soul of a mortal. his acts !ust aslaim harm e)cept that success on the spirit6s part m
it grasps the #ictim6s soul instead of 2iding its body.
spirit can then do with the soul what it will. ost sp
that ha#e this harm slowly de#our the soul, gai
4ssence eBual to twice the #ictim6s 0illpower dots. er