Page 211 - World of Darkness
P. 211

over his kids can jump from one child to another, even if  duration of the scene if it wishes. It can make itself visible
                  they are on opposite sides of the world.        or invisible at will, and can de-manifest at any time. If the
                      If a ghost’s anchors are altered (subjected to sanctifi-  roll fails, the ghost does not manifest and loses one Will-
                  cation or exorcism — see “Dealing with Ghosts”) or de-  power point. The ghost can continue to attempt to mani-
                  stroyed, the ghost can no longer remain in the physical  fest as long as it has at least one Willpower point remain-
                  world. It passes on into the spirit realm and cannot re-  ing. If it exhausts all its Willpower it cannot attempt to
                  turn.                                           manifest again until the following day.
                                                                      Once a ghost has manifested it can attempt to inter-
                  Manifestations                                  act with the physical world by communicating with any

                      When a ghost wishes to interact with mortals or the  mortals present (see “Communication,” below), or by
                  physical world it must manifest, focusing its energies into  drawing on its Numina.
                  a form just substantial enough to allow it a discernible
                  presence. A ghostly manifestation doesn’t necessarily have  Communication
                  to be visible. A sentient ghost can choose to manifest in-  Interaction with the living is difficult for ghosts, even
                  visibly if it wishes, but its presence still leaves traces that  under the best of conditions. Without the proper Numina,
                  mortals can detect. Examples of invisible ghostly mani-  a manifested ghost has no voice. It can form words with
                  festation include cold spots, strange or intense odors and  its mouth and hope a mortal witness can read lips, or it
                  heightened magnetic fields.                     can try to get its message across with gestures. Compli-
                      Some areas are more conducive to supernatural ener-  cated gestures like sign language are very difficult for ghosts
                  gies than others. A graveyard is an extremely easy place  to perform, as they have a hard time translating their
                  for a ghost to manifest, while a laboratory often isn’t. As a  thoughts into physical motion. Make a Finesse roll for any
                  rule of thumb, locations where mortals frequently express  such attempt with a -1 modifier for each decade that a
                  powerful emotions — love, anger, sadness, fear — create  ghost has been dead. If the roll fails, the spirit is simply
                  conditions that allow a ghost easier access to the physical  unable to envision the right signs and gestures to get its
                  world. Sterile, emotionless places, or remote areas that  point across. Simple gestures (motioning a mortal to fol-
                  have experienced little or no human emotion make it very  low, pointing to a hidden object) do not require a Finesse
                  difficult for a ghost to appear.                roll.
                      Curiously, the presence of mortals creates a cumula-  Ghosts with the proper Numina can communicate
                  tive effect that actually inhibits the manifestation of  with mortals in a variety of ways, from speaking directly
                  ghosts. This is apparently a phenomenon unique to the  to writing on objects to imparting visions.
                  modern, scientific era, in which adults are conditioned to
                  disbelieve instances of supernatural activity. The more  Numina
                  people gathered in a particular location, the harder it is
                  for a ghost to manifest.                            Ghosts have a number of powers at their disposal to
                      Manifestation requires a successful Power + Finesse  interact with or manipulate the physical world. These
                  roll. Positive or negative modifiers may apply, depending  powers, called Numina (singular: Numen), range from
                  on the location (see chart). If there is more than one  terrifying auras to outright possession of living bodies. The
                  mortal present, each person after the first imposes a -1  type of Numina a ghost has depends on its nature and
                  modifier to the roll. (This last penalty does not apply to  personality, its goals and on the circumstances of its death.
                  other supernatural beings or creatures in the ghost’s lo-  The number of powers it has depends on its age. As a
                  cale. Their numbers do not affect a ghost’s ability to mani-  general rule, a ghost has one Numen per 10 years since its
                  fest.) If the roll succeeds, the ghost can manifest for the  death. Thus, a ghost that’s been dead for 30 years can have
                                                                        up to three Numina. Of course, exceptions are
                                                                        possible in the case of exceptionally potent or will-
                           Manifestation Modifiers                      ful spirits. When designing your own ghosts, as-
                                                                        sign whatever Numina you feel are appropriate to
                  Location                                Modifier      a spirit and to the kind of story you want to tell.
                  Graveyard                               +3
                                                                            The following are examples of Numina that
                  Battlefield                             +3            ghosts can have, along with their costs and effects.
                  Church                                  +2
                                                                        Feel free to use these as guidelines to create your
                  Hospital                                +2            own, or alter them as you see fit to suit the needs
                  Historic building (100+ years old)      +2
                                                                        of your game.
                  Old building (50-100 years old)         +1
                  Handmade structure (wooden bridge, shed)  +1          Animal Control
                  Parking lot                             -1
                  Modern commercial building (grocery store, mall)  -1      The ghost is able to exert its will over an animal,
                  Modern industrial building              -2            controlling it completely. Spend one Essence and roll
                  Modern laboratory                       -3            Power + Finesse, subtracting the animal’s Resolve from


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