*=Disclaimer.The Information contained in this section is not an actual system of reference when it comes to any "official" capacity of paranormal investigations or eliminations, and should not be considered the final word of the science behind the field of study.
These are underdeveloped forms. Lower-powered manifestations that lack enough psychokinetic mass to affect the physical environment, Insubstantial and difficult to see without the assistance of Para-Scopes (a.k.a. Ecto-Goggles). Whatever environmental interaction they ARE capable of is at best limited, and enigmatic (e.g. Spectral Lights, voices and sounds, ectoplasmic vapors, levitating objects, etc.) and as a result, they tend to fade in and out of the physical plane. Although not normally necessary, and in some cases considered overkill, these manifestations are usually easily dispatched with a Neutrona Stream or a P.K.E. zap. It can also be a byproduct from a higher class of entity, usually (but not limited to) an ectoplasmic materialization including the viscous, mucus-like slime, but can also manifest as food, water, icicles, and other simple physical forms of varying degree. They are characterized as not being fully developed and as echoes of feeling. These entities are only capable of localized cold spots, unexplained lights and/or sounds, and occasionally, telekinetic contact. This includes small volumes of the Psychomagnatheric Slime (Mood Slime for short) that manifested from the Negative energy from the 6 million completely miserable New Yorkers during the Vigo case of 1989. In such small volumes, the Slime is inert, and doesn't carry as much supernatural potential.
Generally, contact with ectoplasm is no more harmful, detrimental, or annoying than getting splashed with water, unless there's other external factors in play (such as the charge of energy that the Mood Slime holds affecting the emotional state of whatever it touches after the fact.), However more research needs to be conducted, and it is recommended either way to avoid contact when possible.
Class 2 entities have a slightly stronger grip on the physical plane than a Class 1 but also does not fully manifest. Manifestations that are of a more focused form in this plane of existence and are more capable of physically manipulating things. However, these forms are typically vague, inconsistent, or incomplete (e.g. floating sheets, ghostly body parts, animated lips, etc.). Again, a Neutrona Stream or a zap from the P.K.E. Taser is effective in dissuading and sometimes dispersing these ghosts, but SOME Class 2 ghosts have the capacity to return attacks. They also have the ability to possess inanimate objects for a longer span of continuous time
A Class 2 Manifestation has enough P.K.E. to establish a partial form remniscent of it's old body, but not complete. It also refers to Mood Slime that has been "activated" by the introduction of more negative energy (Such as when the Mood Slime in the courtroom manifested the Scoleri Bros. after Judge Wexler's negative-emotional tirade towards the Founders, Venkman, Stantz, and Spengler. The Slime when "active" is also capable of forming hands and tentacles, or animating smaller objects. All with some sentience, but more likely to be controlled by higher class entities.
As mentioned previously, sometimes a manifestation can be a byproduct or leftover effect from a higher-class Entity, such as the Animated Marshmallows as a result of the manifestation of Vinz Clortho and Zuul, and Gozer in Summerville, OK.
Class 3 manifestations are typically anonymous hauntings. No names, and no distinguishability other than being a human-shaped form, and in many cases, a usually visually blatant profession or hobby, such as a Chef, or a Jogger. Class 3 entities are usually humanoid and exhibit general behavior. The types of manifestations vary from a corporeal form virtually indistinguishable from a living person to a mockery of humanity, with distended features and exaggerated behaviors. The constant factor of a Class 3 is their identity is unknown, potentially to themselves as well.
If an identity (such as with a name) is able to be established, then the entity is reassigned to a Class 4. As some past civilizations believe that knowing the name of an entity will grant a limited power over it, Many believe that identifying an entity has 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. Class 3 manifestations, while still prone to the P.K.E Taser, and Neutrona Wand, are a bit more difficult to deal with, as they often possess sophisticated means of defense.
Speaking of possessing, due to the larger pool of P.K.E. to expend, Class 3 manifestations are able to possess, manipulate and control larger objects, such as statues, furniture, vehicles, and yes.....even People.
However, sometimes it will require a specific kind of emotional energy (whether it's the kind that's held by mood slime, or the kind an entity hungers for in it's host) for a subject to be able to be controlled. And knowing that, sometimes a drastic, jarring change of vibe/energy is the best way to extract a spirit from a person or object (and the best and safest way to do that would be a rapid and continued application of opposite polarity Mood Slime, as seen with Janosz Poha and Dr. Ray Stantz.)
There's not that many differences between a Class 3 and a Class 4 manifestation other than the establishment/confirmation of an identity. Such as the Grey Lady/Librarian Ghost later being established as "Eleanor Twitty". Class 4 entities are like Class 3's in that they have a human form. However, a Class 4 knows its identity and possesses memories or replicas of memories from their past life. Dealing with a Class 4 can require research into the life of that person in order to solve the case at hand; typically that of their wants, desires, addictions, and habits. A Class 4 is capable of immense power if there is a source to draw from, such as the collection of Psychomagnotheric Slime known as the River of Slime or the raw ambient energy of Gozer as it built up towards its next manifestation. In these cases, the Class 4 can exhibit power that is typical of a Class 6 or Class 7.
Sometimes the establishment of Identity is very helpful in Investigation and elimination, because it allows us to research their motivations and interests and background, even back from their living breathing days. Possibly even establishing a line of communication.
A Class 4 is capable of immense power if there is a source to draw from, such as the collection of Psychomagnotheric Slime known as the River of Slime or the raw ambient energy of Gozer as it built up towards its next manifestation. In these cases, the Class 4 can exhibit power that is typical of a Class 6 or Class 7.
Many Human Spirits don't manifest as a class higher than a Class 4, unless there's an abundance of P.K.E. from other relevant factors such as Mood Slime (As per the Vigo incident), or a P.K.E. Storm (as meta-spectre's manifest), although it is very possible for a manifestation to elevate because of it.
Class 5 manifestations are defintely a completed and blatantly non-human form. In fact, more often than not, they're a manifestation from emotionally charged, or traumatic events, or as a by-product of a ritualistic summoning. They tend to be fully formed manifestations most often the by-product of highly charged emotions and ambient psychokinetic energy. They can have human characteristics like limbs and a discernible face but otherwise has a non-human form and lacks personality and/or intelligence. A prime example of this is the Ghost called "Slimer" being a by-product of rituals held in the basement of the Sedgewick Hotel. They will usually require a liberal dose of Proton Streams to entrap or disperse.
Usually, these are fully formed manifestations of lower life forms, typically animals in nature and appearance, but is theorized to include herbological life forms as well (however more study into Ectoplasmic Herbological studies would be needed to verify this and many other theories). Once a Giant Penguin attacked a Mugger in Central Park, and was later proven to be a ghost. While they match the appetites and instincts of their living counterpart, a Class 6 can manifest in varying sizes.
Sometimes, a Class 3 or 4 human spectre might find their P.K.E. augmented, and their power level elevating them to a Class 6.
On several occasions, a Class 6 manifestation can command lesser entities and transform their environment to a state more "befitting" of the entity in question. They can also be a composite of several simultaneous manifestations, much like a ghostly pied piper, these ghosts can become entangled together after experiencing a shared traumatic event, such as the sinking of the Titanic, or the Hindenburg. Prime examples being a book golem that was constructed from several overly energetic PKE charged books in the NY Public Library, and other similarly manifested constructs.
Often a unique solution is required for a Class 6, and just like with establishing identities for addressing Class 3 and 4 entities, research into both the species and the individual(s) habitat, natural enemies, allergies, favorite foods, etc. will usually yield positive results, such as not ending up on the entity's plate.
A Class 7 entity is the most powerful class (which includes godlike beings, demons, metaspectres), the manifestations of which are obsessively malevolent, exceptionally powerful, and can exhibit control over lesser, subordinate forms, making such entities a VERY dangerous sort. Often identified in primitive cultures as "demons", This would also come to include "Gods", "Demigods", they are capable of communication with humans and are not totally alien in their thought processes, desires, emotional needs, and their origins.
Examples that come to mind that fit the descriptors would be Vinz Clortho, Zuul, and Gozer, and Garraka.
MOST of the time, Neutralizing them is a problematic undertaking at best-as most of our Standard Procedures are futile as they are attuned to the frequency of ectoplasm, and Many high powered manifestations don't have it. The Most practical strategy in dealing with such a threat is to prevent these otherworldly beings from manifesting into this plane of existence in the first place. Otherwise, Class 7 entities are to be avoided as usually luck is the only way to survive an encounter, and even then, it's a slim chance.
Just like with the classification system, There's specific behaviors and properties entities can display that can help differentiate them. None of the entities are limited to one specific trait, and no one trait is specific to any classification. Usually when they have more PKE to expend, an entity can not only raise it's power level, but it may take on MORE traits.....
Anchored: Indicates that a ghost is tied to a particular location.
Animating or Animator: An entity capable of animating an object whether by telekinesis or by inhabiting/posessing them.
Caustic: Corrosive, burning, or just plain dangerous.
Composite: A collection of things. Usually objects of a common trait.
(such as Books, Scraps of Steel, etc.)
Corporeal: Tangible or having a physical body.
Ethereal: Intangible or Disembodied. Syn: Incorporeal
Floater: An entity capable of limited flight.
Focused: An entity that is tied to the specific locale in which it first manifested and cannot stray from it.
Free Floating: An entity that moves about at will, with no regard to buildings, people, or time and space, as we know it and is not bound to any location.. Sometimes referred to as "Free-Roaming" or "Free Spirit".
Full-Torso: Some ghosts have full torsos, some have arms and legs, and some have no head and the like. Full torso apparitions are relatively rare - many hauntings are indistinct below the chest.
Free-Roaming: An entity that roams freely and is not bound to any location.
Free-Roaming Vapor: A wispy entity that simply roams around freely.
Full-Torsoed: It is an entity with no lower body.
Inhabiting: A creature that occupies and binds to an inanimate object, like a possessor, but one that acts out of pure instinct rather than higher reasoning.
Kinetic: Of or relating to movement.
Paranormal: Beyond normal; Strange, unnatural, or unknown.
Plane or Planar: Realm or dimension, or of a realm or dimension.
Possessor: A ghost capable of possessing objects or people.
Reactive: Responsive.
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.
Repeating/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.
Secretion: Something sticky and oozy, mucus or slime.
Seep: Short for seepage; see Secretion
Swarmer: An entity that travels in packs and swarms around its prey.
Telekinetic: Having the ability to move things without physical or ectoplasmic contact; having the ability to move things from a distance.
Transdimensional: Outside of this dimension.
Ultradimensional: Across of this dimension.
Vapor/Vaporous: A common but imprecise term, it may refer to a Class I or II entity, or any insubstantial haunting. Might also be referred to as just a "Mist".
Wandering Possessor: A wandering entity that can possess objects or people.