Being a ghost has both advantages and disadvantages. Being invisible and intangible can be useful, but it is—in the end—more a curse than a blessing. Ghosts can try to overcome this when desired so they can communicate and affect matter, but it is challenging. Some ghosts even attempt to animate their own corpse or haunt an object.
Vislae can “skip ahead” to higher stages much faster by gaining levels in a special narrative skill called ghostly acclimation. Assuming a dead vislae starts at stage 1, they can move to the next higher stage for each level in the skill up to level 4 (like any skill), which makes them a phantom. Ghostly acclimation is a narrative skill and thus costs 2 Acumen per level. A character can gain levels in this skill only while dead (and usually no faster than one day per new level), but the skill does not fade if they return to life. So a vislae who dies, gains 2 levels in ghostly acclimation, and then dies again starts out immediately as a poltergeist. There are special spells or secrets that a vislae (living or dead) can learn to work within the stages.
The abilities of ghosts are tied to a series of stages that all ghosts pass through.
1. Residua. New ghosts are called residuum and are little more than formless concepts. Further, newly formed ghosts are usually a bit lost and might become aware and active anywhere within a mile of where they died. Once a ghost finds the spot where they died, they can always sense the distance and direction to that spot or to where their body is, if it has been moved.
A spirit can attempt to be heard almost immediately upon transitioning into a ghostly existence (stage 1), but they must use their action to do so. And at first, it is a barely audible whisper. Usually only one person can hear a ghost at a time until the ghost is much better at making sound. After a few months, their ghostly voice gets louder if they wish it.
2. Apparition. Ghosts who have been in their state for about a year are called apparitions, because apparitions can be seen, and this is the first stage where that commonly happens. It usually takes a ghost a year or more to reach this stage, and an NPC ghost usually must be at least level 2 to ever reach it.
At stage 2 (apparition), a ghost can move through matter as easily as they can move through air. At stage 2, a ghost can also detach themselves mentally from their previous existence such that they are no longer confined to the ground (assuming they were confined to the ground in life). In other words, a ghost moves along the ground with its “eyes” at about the same height as they were in life. But after a year, it can learn to move as it wishes, and it can fly at about the same walking speed it had in life.
Ghosts that want to be seen must be at least stage 2 and must concentrate as their action to do so. A spirit can attempt this after only one day of being a ghost.
Only a ghost at stage 2 or above can intentionally be seen and heard at the same time.
3. Poltergeist. After ten years, a ghost can begin to affect the physical world and is called a poltergeist. An NPC ghost usually must be at least level 3 to ever reach this stage.
At stage 3, the ghost’s natural state becomes visibility. Thereafter, the ghost must use an action to switch between visibility and invisibility.
Only through intense concentration can a ghost affect the material world. A ghost must be at least stage 3 to attempt this.
Some ghosts can instill irrational fear, feelings of dread, or negativity. A very few can give people positive emotions. Typically, an NPC ghost of stage 3 can manipulate emotions in such a way.
4. Haunting Spirit. After fifteen years, a ghost is called a haunting spirit and can tie itself to an object and even possess or animate it. Some can possess a living creature. NPCs typically need to be at least level 5 to be a haunting spirit.
A stage 4 ghost can make themselves look so normal and solid that they can pass for the living. PCs can learn a secret to do the same.
Ghosts at stage 4 can inhabit or possess an object, granting it animation.
Most of the time, if a ghost wants to inhabit and control a physical body, their own corpse is the obvious choice. It’s very likely nearby and available. But ghosts can learn to inhabit any body—basically, animating and “riding” a corpse other than their own. Regardless of the host’s physical form, the ghost retains their own level. Certain bodies might grant bonuses or penalties to certain actions. A giant brute might be particularly strong, for example. A ghost must be at least stage 4 to attempt this. PC ghosts can learn a secret to enable this ability.
5. Phantom. Phantoms generally don’t evolve until they have been ghosts for thirty years or more. They can take on the appearance of a living being and can operate in the world as such, at least for short periods. Usually, only NPCs of level 7 and higher can become phantoms.
Ghosts of stage 5 (phantoms) can physically manifest, usually taking on the appearance and material form that they bore in life. Those particularly adept at it can change their appearance, shape, and size when they manifest. Manifested ghosts’ bodies are made of pure ectoplasm, but they have certes as well as qualia, and they can be wounded or slain just like any creature.
RULES FOR VISLAE GHOSTS
While keeping in mind all of the above information (which applies to PCs and NPCs alike), PC ghosts also have the following modifications:
1. Ghosts have no Certes, only Qualia. Their Certes pools are empty. Likewise, they cannot suffer Wounds, only Anguish. Should a ghost ever take damage that can affect them and would normally apply to Wounds, it applies to Anguish instead. If a ghost dies (because it suffers all the Anguish it can), it becomes an inert spirit, unable to take any actions at all, for a year and a day.
2. As stated, a vislae ghost’s natural state is one of incorporeality. They cannot affect things physically, and they cannot be affected by physical things. They can pass through solid barriers and objects. They are also invisible and inaudible to non-ghosts. This means that vislae ghosts cannot use objects. A ghost might look like it’s wearing clothing and carrying items, but this is all just appearance, not reality. If a vislae had a special pair of magical shoes in life, their ghost might appear to be wearing the shoes, but they are not real and confer no special powers. The exception is a vislae’s Testament of Suns or vertula kada, which remains with them no matter what and can be used if it has powers. Other specific objects of power can be carried by a ghost as well, as noted in the item’s description.
3. Vislae ghosts without the Walking in Two Worlds secret don’t truly control whether they are fully visible or audible. A player can state their intention in this regard, but circumstances (like the turning of a new Sooth card) can change things, and ultimately the GM, not the player, decides.
4. Vislae ghosts get only one rest action (one action) each day to restore a stat pool rather than four.
5. A vislae ghost can cast spells and use other magical abilities, but only spells and abilities that do not affect things physically, whether through movement, energy, or matter. Mostly, this means they can use purely mental or spiritual effects. For example, a ghost could use a divination, summon another ghost, change someone’s emotional state, or influence someone’s mind. They cannot heal wounds, move or harm objects or beings, affect the air or weather, create fire, or craft illusions (except purely mental illusions). They cannot cast spells that require them to touch something. Stage 5 vislae ghosts can potentially manifest, giving them the ability to cast any spell, use all their abilities, and use ephemera and objects of power.
GHOST SECRETS AND SPELLS
The following secrets will be of interest to player character ghosts:
✦✦Moving Through the Empty allows vislae to move through the transitory stage instantly to become a stage 1 ghost (and the ghostly acclimation skill can be used immediately to advance to a higher stage). Vislae without the secret can also spend 1 Crux to do this.
✦✦Memories of Life ensures that a vislae can cast spells and retain all memory and functionality while a ghost.
✦✦Walking in Two Worlds allows a ghostly vislae to move freely back and forth between visibility and invisibility, and between audibility and inaudibility.
✦✦ Ghostly Hand allows a ghost to manipulate objects and affect the material world more easily.
✦✦Walking Dead allows a ghost to animate and inhabit their own corpse.
✦✦ Aethyr Tap allows a ghostly vislae to access the Noösphere and even eavesdrop on communications conducted over a distance, whether that be on a telephone or using magic.
✦✦ Spiritual Link sets up a special connection so that when the vislae dies, they can still communicate normally with a close friend or relative.
✦✦ Semblance of Life allows a ghostly vislae to manifest a solid form, and to look and sound like whatever they want, including being able to pass for a normal living person.
Likewise, these spells are of interest to ghostly vislae:
✦✦ Haunt Object allows a ghost to animate an object that they possess.
✦✦ Possessing Ghost allows a vislae ghost to possess and control a living being.
✦✦ Anabiosis allows a ghost to return to the living on their own.
✦✦ Morient Desire kills the caster and immediately makes them a stage 2 ghost with full memories.