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2.7 GHOSTS
Sometimes a soul has lived a life
neither good nor evil but somewhere in between.
When such a spirit is released from its mortal
shell, it tends to stay on Earth.
It does not float to its natural place in either
Eden of Tartarus.
Many psychopomps possess the force judgment, which
allows them to prod the soul in the right direction, but
some angels of this order do not possess this ability.
After a few days of aimless
wondering, not comprehending the nature of their
situation, the soul begins to grow use to its new
situation. The
process of acclimating depends on the strength of the
soul, but generally takes between two days and a week.
While in transition, the soul cannot react to
either the material or ethereal world around them.
If angels find such souls (and they are easily
seen in the ethereal world) it is fairly easy to still
force them to ascend to Heaven.
Once the transformation is
complete, the spirit becomes a ghost.
Now the ghost will (in most cases) resist any
attempts by psychopomps to whisk it away from the
material world.
Ghosts come in all forms and demeanors. Some seek
to help, other want to cause mischief, and still others
wish to inflict harm on those they feel are responsible
for their death. For
the most part, they will possess the same personality as
when they were alive.
Ghosts have great difficulty
interacting with the material world.
Any attempt to do so comes with a high price in
exertion. If
a ghost stays in the material world for long enough,
though, it begins to understand how to better influence
the material world around it. It is able to hurl objects about with tremendous force,
appear to people as a spectral apparition, or even
communicate through mortal mediums
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Mechanics
When a soul becomes a ghost it
loses all its mortal aspects (Perception, Health,
Athleticism, etc.).
These are replaced with their celestial
counterparts (power, vigor, understanding, etc) and
begin with a score of 5. As time progresses and the ghost gains proficiency in
its new condition, these scores may increase.
The maximum score a ghost can have in any aspect
is 15. This
makes the most powerful ghosts (and there are very few
of them) greater in power than the average angel or
archangel, but substantially weaker than the celestials
of the first triad.
Anytime a ghost wants to perform an
action in or that can be perceived by the material
world, they must make a roll using their power score.
Generally the target number is of normal
difficulty (20), but if the storyteller determines the
action is more involving, the target can be raised.
Ghosts can still be forced to leave
the material world through use the celestial force
Judgment (possessed only by psychopomps).
Such an attempt is made as a contested roll
against the ghosts vigor score.
The angel can make only one such attempt per game
session.
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