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roll is required. If the ghost manifests successfully it disrupts  Spend one Essence point and roll Power + Finesse. The
                  electronics within a number of yards equal to its Power trait.  number of successes rolled determines the ghost’s relative
                  Radios, TVs and telephones emit static. Appliances stop  Strength when attempting to lift and/or move an object (see
                  working. Lights go out. Videotapes and camera film is erased/  Chapter 2: Attributes, p. 47, for more details on lifting/mov-
                  exposed, ruining any captured images.           ing objects). If the successes rolled are equal to the Strength
                                                                  needed to lift an object, the ghost can move it up to one
                  Phantasm                                        yard. Each extra success allows the ghost to move the object
                      The ghost has the power to create illusory images. Spend  an additional yard. If the ghost wishes to hurl an object at
                  one Essence point and roll Power + Finesse. A negative  someone and enough successes are rolled to lift the object
                  modifier may be applied to the roll depending on the size  (and reach the target), the total number of telekinesis suc-
                  and complexity of the illusion. Mimicking a person’s voice  cesses is rolled as a dice pool in an attack against the target.
                  alone or creating a distinctive smell (like perfume) doesn’t  Alternately, the ghost can make a direct attack on a victim,
                  incur any negative modifiers, but creating the illusion of a  using its raw power to inflict cuts, bruises and bites on the
                  person might be subject to a -1 penalty. Creating the illu-  victim’s body. Treat this as a normal attack with a -3 modi-
                  sion of a specific person (down to patterns of speech and  fier. The attack ignores the target’s Defense trait, any avail-
                  mannerisms) that a witness knows might call for a -2 pen-  able cover and any armor worn (unless the armor is super-
                  alty. Creating a complex illusion that seems to have physi-  natural in nature).
                  cal substance (the witness is convinced that he can “touch”
                  the illusion and it feels solid) incurs a -3 or more severe  Terrify
                  penalty. Small, subtle illusions are generally much more ef-  The ghost has the power to strike terror in the hearts of
                  fective than large, overt ones. This power can work on only  mortals who witness its manifestation. Roll Power + Finesse
                  one victim at a time. Other mortals in the subject’s vicinity  in a contested roll against the Resolve + Composure of each
                  do not see what he does. When a subject witnesses an illu-  mortal who witnesses the ghost’s manifestation firsthand.
                  sion, roll Wits + Composure (or the Storyteller may allow  (If a crowd witnesses it, roll the highest Resolve + Compo-
                  Composure to be replaced by Occult if your character is aware  sure in the crowd for the whole group.) If the ghost loses or
                  of ghostly activity). If the roll generates as many or more  ties, mortals in the area are unaffected and are immune to
                  successes than were achieved in the phantasm roll, the vic-  uses of this power for the remainder of the scene. Perhaps
                  tim recognizes that the image can’t be real. If the phantasm  their subconscious minds won’t allow them to recognize the
                  roll wins, the subject believes the illusion is genuine, but  spirit, or they mistake the intended frightening image for
                  another Wits + Composure (or Occult) roll is made for him  something else such as a hallucination or trick of the light.
                  in each successive turn to attempt to see through the power.  Mortals who lose flee from the spirit and will not return to
                  A ghost can maintain only one illusion at a time, and each  the haunted area for at least one day.
                  illusion remains for the duration of the scene unless dispelled.
                                                                  Dealing with Ghosts
                  Possession
                                                                      As antagonists, ghosts are difficult beings to confront
                      The ghost may attempt to possess a living human
                  being and control his or her body for a short time. Spend  or thwart. They are immune to virtually all forms of physi-
                  one Essence point and roll Power + Finesse in a contested  cal damage, can travel through solid objects and if pressed
                  roll versus the victim’s Resolve + Composure. If the ghost  can literally de-materialize beyond mortal reach.
                  wins, it gains control of the victim’s body for the duration  Generally speaking, the only way for mortals to deal
                  of a single scene. Use the victim’s available traits (except  with ghosts is through the people, places and things that
                  Willpower points, which are equal to the ghost’s current  anchor them to the physical world. By addressing the ties
                  Willpower points) and dice pools for any action the ghost  that bind ghosts to the Earth, it’s possible to lay them to
                  wishes to take. If the mortal wins or ties the roll, the spirit  rest — or send them to the judgment they richly deserve.
                  fails its possession attempt. As long as the ghost has Es-
                  sence points remaining it can continue to make posses-  Severing Anchors
                  sion attempts against a target. If a possessed body is killed  The simplest (but not necessarily easiest) method of
                  or knocked unconscious, the ghost is forced out and must  dealing with a ghost is to locate its anchor(s) and destroy
                  possess another victim if it still wishes to act.  them. The trouble is, anchors are not immediately obvious.
                      Attacks using a blessed object against a ghost in possession  Oftentimes, a ghost itself isn’t aware of what ties it to the
                  of a living body damage the ghost’s Corpus instead of its physical  physical realm. Discerning what object or objects anchor a
                  host. (For more information see “Blessed Items,” below.)  spirit requires observation, research and careful investiga-
                                                                  tion. Determining the identity of the ghost is the first step.
                  Telekinesis                                     Then comes investigating the circumstances of its death. If
                                                                  the ghost’s death does not provide sufficient clues to suggest
                      The ghost can manipulate physical objects as though it
                  had a pair of physical hands. It can pick up objects, throw  its anchor, more research is required to identify any personal
                  them, open and close doors and windows, write messages —  effects that could possibly act as a tie.
                  basically anything a mortal can do with his hands.

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             Chapter 8- STORYTELLING
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