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Ghostly Traits
The traits of ghosts are divided into three Identities (Power, Finesse and Resistance), and six qualities. Qualities are an optional addition to the statistics of spiritual creatures that add additional detail and individualization - making it so all rolls spiritual creatures make need not be "Power + Finesse".
Qualities of Emotion
- Force represents the ghost's ability to reach out and affect the physical world through his powerful emotions, using the drives and will that connect him to the world in Twilight to affect that world. When push comes to shove, this is the quality that allows a ghost to shove back. When paired with Power it allows the Ghost to manifest his emotions in the form of chill spots, shivers down the spine, or other signs. Finesse allows low-key manipulation of the world, writing in a foggy mirror or knocking over a teetering object. Resistance, by contrast, allows the spirit to withstand anything with the same relentlessness that can defeat death.
- Grace represents the self-control and will that keeps the powerful emotions that rule any ghost in check, and allows her to meaningfully interact with the living and express herself in various ways to those with whom she must communicate. A Power + Grace roll covers basic communication, from attempts to speak to the living to impassioned attempts to manipulate other spirits. By contrast, when paired with Finesse, Grace allows the ghost to deceive and mislead, forgoing immediate gratification in favor of playing the long or short con. Resistance and Grace helps represent the ghosts emotional resilience - particularly when something puts the ghosts drives to the test.
Qualities of Anchoring
- Eerie represents the closeness of the ghosts connection to the world, and the things in that world. While this quality primarily allows the ghost to recognize changes in his environment and dangers to his anchors, it gets its name from the fact that ghosts that are more tightly tied to the world are also noticed more easily. Power + Eerie allows the ghost to locate and monitor his Anchors, and make his presence more obvious to the living. Finesse and Eerie work to keep the ghost aware of his surroundings and novel activities therein, while Resistance is used to maintain the spirits ties to his anchors (such as resisting Exorcism and Abjuration).
- Dream represents how anchored the ghosts spirit is, how adaptable she is to changes in her environment and how flexible and imaginative her mind remains in death. Ghosts with low or no Dream quality seldom even remember that they are dead, and tend to be somewhat static. When paired with Power, Dream allows the ghost to exorcise her mind to its fullest extent, freed of all physical distractions, while Finesse represents the spirits ability to adapt quickly to and even recognize changes in her environment. Resistance + Dreams gives the ghost the wherewithal to remain true to herself in difficult circumstances.
Qualities of Self
- Being representing how 'there' a spirit is, 0 being a ghost that is just a faint presence while one with Being 5 is the phantom hitchhiker that you don't even realize isn't alive.
- Memory represents how much the ghost understands about its life and circumstances, with a Memory 0 ghost being a Haunt that just blindly reenacts scattered memories from its life and a Memory 5 ghost knows everything about its life and might - like - still be able to perform skills it knew in life.