Ghost Numina
Ghost Numina
Ghost Numina
Communication
Interaction with the living is difficult for ghosts,
even under the best of conditions. Without the
proper Numina, a manifested ghost has no
voice. It can form words with its mouth and hope
a mortal witness can read lips, or it can try to get
its message across with gestures. Complicated
gestures like sign language are very difficult for
ghosts to perform, as they have a hard time
translating their thoughts into physical motion.
Make a Finesse roll for any such attempt with a CORE RULEBOOK
-1 modifier for each decade that a ghost has Animal Control
been dead. If the roll fails, the spirit is simply Cost: 1 Essence
unable to envision the right signs and gestures Roll: Power+Finesse-animals’ Resolve
to get its point across. Simple gestures Duration: 1 scene on success.
(motioning a mortal to follow, pointing to a Effect: May control a number of animals
hidden object) do not require a Finesse roll.
equal to Finesse. Must spend 1 Essence
Ghosts with the proper Numina can
communicate with mortals in a variety of ways, per animal.
from speaking directly to writing on objects to
imparting visions. Clairvoyant
GHOST NUMINA
Cost: None, though target takes 1 level of Cost: 1 Essence
Bashing each roll. Roll: Power+Finesse vs. Wits+Composure
Roll: Power+Finesse-target’s Resolve. If the or Occult if the target knows about ghostly
target is willing, no roll is needed. powers. Complexity of the illusion incurs a
Duration: One turn per success rolled. penalty from -1 to -5.
Effect: Able to speak with the living through Duration: 1 Scene
another living person. Effect: Creates an illusion in the eye of the
target. Can only be used on one target at a
Compulsion time.
Cost: 1 Essence
Roll: Power+Finesse vs. Resolve Possession
+Composure. Roll may be made each turn Cost: 1 Essence
to break free of ghost’s control. Roll: Power+Finesse vs Composure
Duration: 1 Scene +Resolve
Effect: Able to control people like Duration: 1 Scene
marionettes’. Use their dice pools to figure Effect: May enter into body of target and
out effects. Ghost may control a number of use their dice pools to accomplish tasks in
people this way equal to their Finesse the real world. Only blessed items and
rating. Each person after the first requires supernatural abilities may hurt the ghost
another point of Essence and incurs a -1 die while in the body. Any Willpower spent must
penalty to the powers’ activation. be spent from the ghost’s pool.
Revenant Stalker
Cost: None Cost: 5 Essence, 1 Willpower point
Roll: None Roll: None
Duration: Permanent Duration: Permanent
Effect: Allows a ghost to reinhabit and Effect: The ghost can create an Anchor out
animate it’s corpse once again. of a person that they have seen and
developed strong feelings for. Only one
Siphon person may be Anchored through the use of
Cost: None this Numen.
Roll: Power+Resolve or Intelligence
+Presence vs. Power+Resolve or Resolve Twilight Abduction
+Composure Cost: 1 Essence
Duration: Instant Roll: Power+Finesse or Presence +Wits vs.
Effect: The ghost reaches out and steals the Resolve+Composure+Power Trait
vital energies from ghosts and mortals. Duration: 1 Hour per success over the
Each success over the others grants the targets
attacker 2 Essence. If the target runs out of Effect: The ghost may drag a target into the
Essence the attacker then drains 2 state of Twilight for a number of hours. If the
Willpower. If the target runs out of Willpower target dies while in Twilight they become a
i then inflicts 1 Lethal level of damage which ghost themselves.
still gains the ghost 2 Essence.
Untethered
Spectral Toughness Cost: None
Cost: None Roll: None
Roll: None Duration: Permanent
Duration: Permanent Effect: The ghost alters itself so that it can
Effect: A ghost becomes immune to travel beyond the limits imposed on it by it’s
becoming unconscious due to filling up their Anchors. In exchange they no longer are
Health with Bashing or Lethal. As a able to heal unless they take upon
Revenant or Intruder the ghost only takes themselves the Numen of Impassioned
Bashing damage from normal bullets and Soul. Each full day they are away from their
Aggravated damage slowly erodes away Anchors they take an Aggravated level of
limbs from the last 5 Health levels, until the damage. The ghost may still spend a point
last level destroys the head. of Willpower to snap back to an Anchor.