Shh! Did you hear that?
By Pete Sears
I've been on a recent kick to add supernatural elements to Aeon
Adventure, but to do it in a way that doesn't break pulp conventions
or horror conventions. Recently it came to me to create a method for
creating Ghosts for a particularly occult drenched campaign that i am
ramping up.
Where do we go when we die? Nobody knows. Least of
all the ghosts. for one reason or another they are tied some piece of
unfinished business here on earth that keeps them from moving on to
their reward. They linger here and cause trouble for the living
because they cannot rest or because the living irritate them beyond
endurance. Various occult agencies know how to deal with these pests
but the bulk of humanity has a harder time with these spectral
troublemakers. Well meaning folks like the White College try to help
the unfortunate souls while groups like Ghostbreakers
International and the Covenant usually
blast first and ask questions later. Bad folks like The Ubiquitous
Dragon and Baron Saturday have found reliable ways to enslave ghosts
and put them to work as near-perfect spies.
How to build a ghost
Create an ordinary Inspired character.
- The Character will have the Stalwart Knack
Heightened Senses for free. The only catch is that they cannot
actually turn it off. Prolonged contact with too much stimulus can
cause loss of temporary willpower or may even provoke a homicidal
reaction from the ghost in question
- Ghosts are intangible all the time. In order
to manifest and make things happen in the material world they must
have Psychic hand, Teledigitation, or MindHammer. (since, this
costs Inspiration, Ghosts must become very choosy about what
actions they do with their limited command of the physical
realm.)
- Ghosts can be harmed by psychic or telekinetic
attacks (which only cause bashing damage) or they may be harmed by
tellurically charged items,like say a "Magick" sword. (either
Bashing or Lethal at the ST discretion) or concentrated Z-rays
(Always lethal)
- Ghosts always have an obsession derangement.
If their Vice comes into play in conjunction with the obsession
then the willpower expenditure is doubled.
- Ghosts always have Cloud the Mind in effect on
them. Assume a stealth dice pool of at least 6 unlees you choose
to buy more. In fact it works in reverse for them. they have to
expend Inspiration in order become visible and obvious to normal
persons. The only exception to this is characters who possess the
Knack Telluric Resonance. Characters with this knack can always
see ghosts. Ghost are also noticeably colder than their
surroundings so characters with Aetheric Vision will spot them
too, as a person-shaped cold spot.
Other Appropriate mesmerist Knacks
Include:
- Thermal manipulation ( cold spots and sudden
freezing temperatures)
- Cloak of dread (For scaring the shit out of
the pesky breathers)
- Evil eye (A good general sort of cursing
knack)
- Flame conjuration (for the ghost with a
penchant for fires, semi-common among poltergeist
lore.)
- Psychic control ( a way to possess a physical
body again)
- Psychic Assault,*(my own home-brew knack,
since it creates derangement's in targets, it could be used to
simulate a number of ghostly effects such as freaky emotional
vibes, horrifying hallucinations,Monkeying with a target's dreams
or even to facilitate possession as above. "I don't understand!
There was blood all over this wall. You believe me don't
you?")
Ghosts as Player Characters
it is of course possible to make a ghost of a
former PC or create a character that is a Ghost at the begining of a
chronicle. ST's must remember that causing problems for the player is
going to be difficult and that players might get a bit frustrated by
the limited amount of interaction they can do with the world around
them. but that's the price you pay to stop worrying about death. Make
sure the players pick a good obsession to keep them in play.
Unfinished business is the only thing that is keeping them bound to
this mortal coil. It might also be the only thing binding them to the
party and their goals. So if the object of the obsession goes in one
direction and the party goes in another. Then it is spiltsville. The
ghost can't really choose otherwise.