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.

Other Appropriate mesmerist Knacks Include:

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.