The CDI system from the original Ghostbusters RPG is a way to set categories to types of supernatural phenomenon. It is a three-part system developed by Ray Stantz and Egon Spengler to classify the paranormal. CDI is an acronym that stands for Classification - Description - Identification.
When a Ghostbuster successfully scans a ghost with the PKE meter, the first bit of information they gather is the Classification. This encompasses many different things, but it also determines the Ectopresence of a Ghost.
Example: A Class V entity would start with 5D in it's pertinent Skills.
Class I
These are undeveloped forms, insubstantial and difficult to see. Interaction with their environment is limited and enigmatic (i.e., spectral lights, voices and sounds, ectoplasmic vapors, etc.). Simple application of a proton pack beam is normally effective to disperse their PKE energies.
Ectopresence: 1
Power: 3 (one Power)
Effect: +1 Difficulty to hit for smaller size.
Class II
Manifestations focused in this time and space, Class II ghosts and up can physically manipulate things in this world. These forms are vague, inconsistent, or incomplete (i.e., floating sheets, ghostly hands, animated lips, full torso and arms etc.). Although a proton pack beam is normally effective, some Class II ghosts have the capacity to return attacks.
Ectopresence: 5
Power: 4 (one or two Powers)
Effect: +1 Difficulty to hit for smaller size.
Class III
Anonymous Hauntings. Distinct human form that is either virtually indistinguishable from a living person or a mockery of humanity, with distended features and exaggerated behaviors. Class III's identity is generally unknown, potentially to themselves as well. Identifying an entity can have varied results. A Class 3 who knows its identity will either pass on to the next plane of existence or more fully resist the urge (transforming into a Class IV).
Ectopresence: 10
Power: 5 (one or two Powers)
Class IV
Like a Class III, a Class IV has a human form. However a Class IV knows its identity and possesses memories or replicas of memories from their past life. Delaing with a Class IV can require research into the life of that person in order to solve the case, identifying their wants, desires, addictions, and habits. Class IV is capable of immense power if ther eis a source to draw from (such as Vigo the Carpathian).
Ectopresence: 15
Power: 5 (one or two Powers)
Class V
These are Ectoplasmic manifestations of definite but non-human form. Speculation includes the theory that Class V's are formed from emotionally-charged events or as side effects from ritual summoning (Slimer was a by-product of the rituals that a cult held in the Sedgewick Hotel's basement.). These typically require extensive proton pack implementation to eradicate.
Ectopresence: 20
Power: 6 (three or four Powers)
Class VI
Class VI entities manifest in forms and behaviors that are exclusively animal in nature. While they match the appetites and instincts of their living counterparts, a Class VI can manifest in varying sizes. Totem Spirits tend to fall into this category, and they generally have malevolent intelligence.
Ectopresence: 25
Power: 7 (three or four Powers)
Effect: Unique solutions are often required to handle these entities.
Class VII
Metaspectres. Obsessively malevolent, exceptionally powerful, and exhibiting control over subordinate forms, such entities are potentially very dangerous. These are often identified by primitive cultures as "Demons". Entitles which fit this classification include Gozer, Vinz Clortho, and Zuul. They are capable of communication with humans and are not totally alien in their thought processes, desires, and emotional needs. Neutralizing them is usually a problematic undertaking at best. Most standard procedures are futile. The most realistic plan is to take measures to prevent these things from entering the sphere of influence in the first place.
Ectopresence: 30
Power: 8 (any power it wants)
Effect: Unique solutions are often required to handle these entities.
On a second successful PKE scan of an entity, a description can be determined. This will tell a Ghostbuster what tools they should use to address the spirit. This will be a Class V Ghost
To continue the example of above, a Class V entity could be any of the below descriptions, except for Deity.
Corporeal, Intelligent
Tangible manifestations, such as vampires, mummies, and demons. Corporeal entities have normal traits (Brains, Muscles, Moves, and Cool) and are thus susceptible to bluff, charm, and so on. Takes damage just like a character.
Note: To determine the number of dice available to traits, take the Ectopresence of its Class and assign that to Traits. A Corporeal manifestation also one Talent for every trait over 4 dice.
Corporeal, Mindless
Tangible manifestations, such as werewolves, zombies, blob monsters. Mindless Corporeal entities have limited traits (Muscles and Moves). Takes damage just like a character.
Note: To determine the number of dice available to traits, take half of it's Ectopresence (rounded up) and assign that to Traits. A Corporeal manifestation also one Talent for every trait over 4 dice.
Deity / Demon / Legend
Seperate classes of beings, they were all either worshiped or reviled. The additional belief in these creatures empower. Deities and demons are supremely powerful beings, as their worshipers generally sacrificed to them. Legends may not have been sacrificed to, but the retelling of their stories and the continued belief in their existence bolsters them.
Notes: If non-corporeal, double Ectopresence for a demon or legend, triple for a deity. If corporeal, add 3 dice to each trait for a demon or legend, or 5 dice to each trait for a deity.
Non-Corporeal, Intelligent
A non-tangible manifestation. Often called a ghost or a vapor. Non-corporeal entities are wrapped in ectoplasm instead of flesh. Only accounts for about 10% of ghosts. Has the traits Ectopresence and Power and substitutes the Power trait for Moves or Muscles if it is called for. When it is damaged, it loses Ectopresence until it hits 0.
Notes: Also has the Flight and Dematerialize powers for free.
Non-Corporeal, Mindless
A non-tangible manifestation. Often called a ghost or a vapor. Non-corporeal entities are wrapped in ectoplasm instead of flesh. Accounts for about 90% of ghosts. Has the traits Ectopresence and Power and substitutes the Power trait for Moves or Muscles if it is called for. When it is damaged, it loses Ectopresence until it hits 0.
Notes: Also has the Flight and Dematerialize powers for free.
Tulpa
Thought forms created from rituals, they are made stronger through the power of belief. Unlike Deities or Demons, they change according to what people believe, so it is possible to alter them by changing their narrative..
Starting on the third and subsequent successful PKE scans, the various traits of an entity can be identified. Knowing these will help a Ghostbuster what bonuses to skills a spook has. An Entity generally has as many traits as their Classification level.
So a Class V Ghost would have five traits on the Identification list, such as Free Floating, Focused, Non-Terminal, Repeating, Phantasm. Congratulations! We have created Slimer.
Anchored
Indicates that a ghost is tied to a particular location, which could provide some hint as to an identity or what summoned it.
Benefit: The Entity receives +1D to Moves.
Animating or Animator
An entity capable of animating an object with telekinesis. Once the ghost is dealt with, anything it has animated returns to normal.
Benefit: The Entity receives +1D to Strength: Melee and +1D Strength Damage Soak rolls when currently animating an object.
Caustic
Corrosive, burning, or just plain dangerous.
Benefit: Either the Entity receives +2D bonus to damage when it hits a target OR when a target is hit, they must make Strength Damage Soak rolls vs ongoing damage that begins at 1D and gets stronger by +1D for every hit.
Composite
A collection of things.
Benefit: The Entity is made up of sub-parts, like an amalgamation. Multiple entities with this Trait can combine to form a bigger, more difficult creature. For each part of the Composite, increase stats by +1D. Can also be assigned to entities who have different aspects or personalities and who can independently separate those personalities to create two or more spirits.
Cursed
Items or Beings who were cursed, generally by a Deity, Demon, or Warlock. Cursed Items are difficult to dispose of and generally require research to determine the best method to handle.
Benefit: When the Ghost is rolled on the Ghost die, either increase the effect's power, duration, or spread it to someone else.
Elemental
The ghost has some control or is made up entirely of an elemental force of nature that is not ectoplasm. This could be electricity (such as the Scoleri Brothers, as a result of their electrocution) , water, fire, or earth.
Benefit: Gain a ranged attack. Gain either +1D to attack or damage for each point of this ability bought.
Ethereal
Disembodied or intangible. Often associated with non-corporeal entities, ethereal entities are particularly difficult to see in the first place. Ecto Goggles are needed to target these creatures.
Benefit: This entity can partially phase out of existence. -2D to target.
Fast
An entity that is remarkably quick.
This entity has Move 25.
Feeder
An entity that is a feeder will consume some kind of inorganic material such as metal or stone, or energy such as electricity or heat. Entities with this type are a danger as they can demolish buildings, bridges, or shut down power. If threatened, feeders have been known to spit their food as an attack.
Benefit: Feeders can spit their food, gaining a +4D weapon of the same type as what they eat.
Floater
An entity capable of limited flight.
Benefit: This entity cannot be bound by Magic Circles
Focused
The ghost is tied to the specific locale in which it first appeared and cannot stray from it.
Benefit: If the being is dispersed instead of captured, the ghost will return within 1d4 weeks.
Free Floating
A ghost that moves about at will, with no regard to buildings, people, or time and space, as we know it. Sometimes just called "free".
Free-Roaming or Roaming
An entity that roams freely and is not bound by conventional physics.
Benefit:
Non-Terminal
Benefit:
Parasitic
A being capable of feeding off of a living host.
Benefit:
Plane or Planar
Realm or dimension, or of a realm or dimension.
Benefit:
Phantasm
A spirit that can go invisible.
Benefit: This Entity receives +1D to Dexterity: Stealth rolls
Possessor
A ghost capable of possessing objects or people.
Benefit:
Remnant
A spirit that remains in this world as a result of being unable to completely cross over, as opposed to those that choose to return to the mortal plane.
Benefit:
Repeating or Repeater
May refer to a self-regenerating P.K.E. force (Common with ritually-summoned spooks) or to a spook with obsessive repetitious behavior patterns (i.e., Always manifesting at a certain place and time). Even when the ghost can be captured or eliminated, some agency continues to produce successive hauntings. Such ghosts reappear periodically until the source can be disabled.
Benefit: This Entity can roll it's Ectopresence every round on it's turn to heal itself.
Secretion or Secretor
Something sticky and oozy, mucus or slime.
Benefit:
Seep
Short for seepage; see Secretion
Benefit:
Sorcerous
An entity with magical powers.
Swarmer
An entity that travels in packs and swarms around its prey.
Benefit:
Telekinetic
Having the ability to move things without physical or ectoplasmic contact; having the ability to move things from a distance.
Benefit:
Transdimensional
Outside of this dimension.
Benefit:
Transmogrified
The Entity has an alternate, scarier form that it can transform to or it has the ability to transform objects into another form.
Benefit: When the Entity begins in it's more mundane state and transforms into it's transmogrified state
Wandering
A ghost not tied to a specific location