Post by bookworm55 on Sept 10, 2016 1:05:25 GMT
Names:
Ghosts, Spirits, Phantoms, Poltergeists, Possessors
The Basics:
In a world of vampires, werewolves and other things that go bump in the night, the existence of ghosts shouldn't really surprise anyone. Unfortunately, knowing that these things exist doesn't always prepare you to face one. Ghosts tap into the most primal fear that humans have: the fear of death. They embody it, and their mannerisms only serve to make the prospect a more chilling one. After all, the possibility of death is all the more frightening when you know it's all that separates you and the thing you hunt.
Ghosts come in a number of styles, and can present themselves in both spectral and physical forms. Most often, ghosts cannot be seen at all, and instead make their presence known through supernatural phenomenon. Things move on their own, rooms grow cold when they should be warm, or unearthly sounds carry through the night. If you experience any of this phenomenon in a single area, it's possible that a ghost is present.
Types of Ghosts:
Research has shown us that there are a few different kinds of ghosts, so be on the lookout for any of the following:
Spirits - Spirits are the most standard form of ghost. Usually invisible, spirits will sometimes manifest as transparent images of a person who died, often bearing deathmarks that represent the method of their death. Spirits are some of the least dangerous ghosts we've studied, and will usually only haunt a specific area, playing out the events of their deaths over and over. Some spirits are more self-aware, but almost always seem to seek out a way to resolve unfinished business.
Poltergeists - Sometimes a spirit becomes angry, and rather than try to resolve its unfinished business it uses its afterlife to torment the living. Poltergeists can be unpredictable and dangerous because they don't seem to want anything other than to hurt and torment. They're usually old and powerful ghosts, but are typically still bound by the same rules as other spirits.
Possessors - While not necessarily a different kind of ghost than a spirit or a poltergeist, possessors are noteworthy for their unique method of achieving their goals. As the name would suggest, a possessor can take over the body of an ordinary human (or even one of us if we're not careful) and use them to service their own ends. The Sight will usually reveal a possessed person easily, but remember that a possessed person is usually an unwilling captive. Stopping a ghost without harming their host can be a very difficult task, making this type tricky to deal with.
The following types of ghosts have been reported, but at the time of this posting should still be considered unconfirmed speculation:
Infernals - It's obvious to most who have met a dangerous ghost that their mental faculties aren't all in order, and they tend to say some very disturbing things to get under your skin. This, I believe, is the nature of Infernals, or those rare possessors who have claimed to other Hunters to be demons. So far we have no evidence to suggest that an Infernal is anything but a deluded possessor, but it's worth watching for this kind of behavior to know exactly how dangerous the spirit you're dealing with is.
Identifying Features:
If you see any of the following, you might have a ghost in your presence:
Paranormal Activity - Unseasonable cold spots, glimpses of movement that vanish when you look closer, or even just that funny feeling that you aren't alone. All of these things have been made popular in ghost stories for good reason, as they seem to be accurate. The presence of ghosts can cause all sorts of unusual phenomenon including those things listed above. They also tend to make animals uncharacteristically nervous, make one's hair stand on end and cause delusions, especially in the dark.
Transparency - An easy way to recognize a ghost that has made itself known is by the vaguely transparent nature of their forms. Almost nothing else has this quality, so it's a nice, quick identifier for spirits. Unfortunately, like many ghostly qualities, this tends to be a little inconsistent, and some ghosts might appear perfectly solid.
Deathmarks - This one seems to be a little inconsistent, but it's common enough to deserve mention. Ghosts tend to bear marks from their deaths; slashed throats, swollen bodies from water absorption, dents in their skulls. If you see someone with a wound that looks too grisly to survive, you may just be right.
Habit - Ghosts are, first and foremost, creatures of habit. They tend to inhabit the same places, appear around the same people, and in some cases do the same things over and over again. This unique brand of OCD usually stands out as odd behavior, and should be taken into account when trying to verify the presence of a ghost.
Powers:
Invisibility - A ghost's greatest power is their ability to turn invisible to the naked eye. When this happens, only the Sight will allow you to find them again, assuming you know they're around to use it in the first place. Most ghosts will default to being invisible, as actually making their presence known seems to take effort on their part.
Teleportation - Unfortunately, ghosts can be very difficult to pin down due to this power. Ghosts seem to have the ability to teleport themselves about with little difficulty, vanishing from one location and reappearing in another. Luckily, this power seems limited by the habits that bind ghosts, so they're not likely to be able to travel very far.
Short Circuit - Ghosts possess the unique ability to break things. Lights might flicker off, a television might fizzle out. This power isn't necessarily restricted to electronic items, either. Even mundane and basic machines can be rendered useless by the presence of an angry spirit.
Emotional Control - One of the greatest powers of ghosts is also one that makes them stand out the most. Ghosts seem to thrive when emotions run high, and they have the ability to trigger extreme emotions in people at will. They can instill feelings of rage, sadness, joy or anything in between.
Ick - This one also tends to generate strong emotions - usually disgust - but for very different reasons. Ick is a ghost's power to create a mucous-y, slimy substance. They can trail it, leave it lying about or just spray it all over you. Though not terribly dangerous in its own right, this substance can create hazardous conditions and is easy to slip on, and spirits tend to employ it tactically. Watch your step and keep your mouth closed.
Combustion - While limited in how dangerous it is initially, this power can be trouble for the unwary. Combustion allows a ghost to start a fire, usually with nothing more than a little spark. Combustion isn't terribly dangerous on its own, but combined with a phantom's ability to warp around its domain, it could start a fire that you don't notice until it's too late to escape. Always be mindful when you're hunting spirits, and mind the smell of smoke.
Weaknesses:
The following weaknesses have been field tested and confirmed to work on ghosts:
Anchors - At the end of the day, all ghosts are bound to the world of the living by something. Whether or not they care about their unfinished business, ghosts are usually tied to people, places or things, and their existence gravitates toward these things. A ghost can sometimes break away from the things that bind it, but is usually unable to do so for any extended period of time. Destroying these binding objects or places (I cannot in good conscience recommend destroying people who are anchors) will usually force a ghost to disappear. Be careful, though, as they'll protect these anchors viciously. If you're feeling generous, you might also help a ghost with their unfinished business, which has also been reported to put them to rest.
Cleave - The sad fact is that you can't really fight a ghost, but some enterprising Avengers have discovered that the power we call Cleave can be used to strike the beings. This seems to weaken them and tire them out, but no matter how many times you hit them, it doesn't seem to be possible to destroy a ghost in physical combat. They'll always come back as long as their anchors exist.
The following weaknesses are suggested by hunters or media, but have either not been field tested or are complete bullshit:
Iron - Unless it's been Cleaved, iron is going to pass through a spirit just like anything else.
Sunlight - Though spirits seem to prefer the dark (probably just to be as spooky as possible), there's really nothing stopping them from manifesting in the daytime.
Sage or Salt - Leave the spice rack at home. Unfortunately it doesn't look like lines of anything will stop a ghost from passing through.
Ghost Myths:
Most ghosts don't require a medium of any kind to make contact with the living, though that's not to say that they won't do this anyway on occasion.
While many ghosts don't seem to be aware of their condition, quite a few ghosts have been encountered that seem perfectly aware that they are ghosts. Not only do they make strange claims about their afterlives, they seem to have some form of community among other like-minded specters.
Ghosts can cross running water, lines of salt, lines of sage, and just about anything else. The biggest restriction ghosts have is that they're tied to their anchors, and it takes a strong spirit to break away from the things that bind them.
Burning a ghost's remains won't usually cause the ghost to disappear. Only the most narcissistic of spirits would linger with a deep connection to their own bodies. Most spirits are connected to something else.
The Rundown:
Aura Color - Smoky white
Hostility Rating (Scale of 1-10) - Usually 2-5
Danger Rating - 4-6
Code Name: Echo
Quick Kill Guide: Unfortunately there's no "quick" way to deal with these ones, but if you know how to Cleave a weapon you can sometimes put them down long enough to get away.
Ghosts, Spirits, Phantoms, Poltergeists, Possessors
The Basics:
In a world of vampires, werewolves and other things that go bump in the night, the existence of ghosts shouldn't really surprise anyone. Unfortunately, knowing that these things exist doesn't always prepare you to face one. Ghosts tap into the most primal fear that humans have: the fear of death. They embody it, and their mannerisms only serve to make the prospect a more chilling one. After all, the possibility of death is all the more frightening when you know it's all that separates you and the thing you hunt.
Ghosts come in a number of styles, and can present themselves in both spectral and physical forms. Most often, ghosts cannot be seen at all, and instead make their presence known through supernatural phenomenon. Things move on their own, rooms grow cold when they should be warm, or unearthly sounds carry through the night. If you experience any of this phenomenon in a single area, it's possible that a ghost is present.
Types of Ghosts:
Research has shown us that there are a few different kinds of ghosts, so be on the lookout for any of the following:
Spirits - Spirits are the most standard form of ghost. Usually invisible, spirits will sometimes manifest as transparent images of a person who died, often bearing deathmarks that represent the method of their death. Spirits are some of the least dangerous ghosts we've studied, and will usually only haunt a specific area, playing out the events of their deaths over and over. Some spirits are more self-aware, but almost always seem to seek out a way to resolve unfinished business.
Poltergeists - Sometimes a spirit becomes angry, and rather than try to resolve its unfinished business it uses its afterlife to torment the living. Poltergeists can be unpredictable and dangerous because they don't seem to want anything other than to hurt and torment. They're usually old and powerful ghosts, but are typically still bound by the same rules as other spirits.
Possessors - While not necessarily a different kind of ghost than a spirit or a poltergeist, possessors are noteworthy for their unique method of achieving their goals. As the name would suggest, a possessor can take over the body of an ordinary human (or even one of us if we're not careful) and use them to service their own ends. The Sight will usually reveal a possessed person easily, but remember that a possessed person is usually an unwilling captive. Stopping a ghost without harming their host can be a very difficult task, making this type tricky to deal with.
The following types of ghosts have been reported, but at the time of this posting should still be considered unconfirmed speculation:
Infernals - It's obvious to most who have met a dangerous ghost that their mental faculties aren't all in order, and they tend to say some very disturbing things to get under your skin. This, I believe, is the nature of Infernals, or those rare possessors who have claimed to other Hunters to be demons. So far we have no evidence to suggest that an Infernal is anything but a deluded possessor, but it's worth watching for this kind of behavior to know exactly how dangerous the spirit you're dealing with is.
Identifying Features:
If you see any of the following, you might have a ghost in your presence:
Paranormal Activity - Unseasonable cold spots, glimpses of movement that vanish when you look closer, or even just that funny feeling that you aren't alone. All of these things have been made popular in ghost stories for good reason, as they seem to be accurate. The presence of ghosts can cause all sorts of unusual phenomenon including those things listed above. They also tend to make animals uncharacteristically nervous, make one's hair stand on end and cause delusions, especially in the dark.
Transparency - An easy way to recognize a ghost that has made itself known is by the vaguely transparent nature of their forms. Almost nothing else has this quality, so it's a nice, quick identifier for spirits. Unfortunately, like many ghostly qualities, this tends to be a little inconsistent, and some ghosts might appear perfectly solid.
Deathmarks - This one seems to be a little inconsistent, but it's common enough to deserve mention. Ghosts tend to bear marks from their deaths; slashed throats, swollen bodies from water absorption, dents in their skulls. If you see someone with a wound that looks too grisly to survive, you may just be right.
Habit - Ghosts are, first and foremost, creatures of habit. They tend to inhabit the same places, appear around the same people, and in some cases do the same things over and over again. This unique brand of OCD usually stands out as odd behavior, and should be taken into account when trying to verify the presence of a ghost.
Powers:
Invisibility - A ghost's greatest power is their ability to turn invisible to the naked eye. When this happens, only the Sight will allow you to find them again, assuming you know they're around to use it in the first place. Most ghosts will default to being invisible, as actually making their presence known seems to take effort on their part.
Teleportation - Unfortunately, ghosts can be very difficult to pin down due to this power. Ghosts seem to have the ability to teleport themselves about with little difficulty, vanishing from one location and reappearing in another. Luckily, this power seems limited by the habits that bind ghosts, so they're not likely to be able to travel very far.
Short Circuit - Ghosts possess the unique ability to break things. Lights might flicker off, a television might fizzle out. This power isn't necessarily restricted to electronic items, either. Even mundane and basic machines can be rendered useless by the presence of an angry spirit.
Emotional Control - One of the greatest powers of ghosts is also one that makes them stand out the most. Ghosts seem to thrive when emotions run high, and they have the ability to trigger extreme emotions in people at will. They can instill feelings of rage, sadness, joy or anything in between.
Ick - This one also tends to generate strong emotions - usually disgust - but for very different reasons. Ick is a ghost's power to create a mucous-y, slimy substance. They can trail it, leave it lying about or just spray it all over you. Though not terribly dangerous in its own right, this substance can create hazardous conditions and is easy to slip on, and spirits tend to employ it tactically. Watch your step and keep your mouth closed.
Combustion - While limited in how dangerous it is initially, this power can be trouble for the unwary. Combustion allows a ghost to start a fire, usually with nothing more than a little spark. Combustion isn't terribly dangerous on its own, but combined with a phantom's ability to warp around its domain, it could start a fire that you don't notice until it's too late to escape. Always be mindful when you're hunting spirits, and mind the smell of smoke.
Weaknesses:
The following weaknesses have been field tested and confirmed to work on ghosts:
Anchors - At the end of the day, all ghosts are bound to the world of the living by something. Whether or not they care about their unfinished business, ghosts are usually tied to people, places or things, and their existence gravitates toward these things. A ghost can sometimes break away from the things that bind it, but is usually unable to do so for any extended period of time. Destroying these binding objects or places (I cannot in good conscience recommend destroying people who are anchors) will usually force a ghost to disappear. Be careful, though, as they'll protect these anchors viciously. If you're feeling generous, you might also help a ghost with their unfinished business, which has also been reported to put them to rest.
Cleave - The sad fact is that you can't really fight a ghost, but some enterprising Avengers have discovered that the power we call Cleave can be used to strike the beings. This seems to weaken them and tire them out, but no matter how many times you hit them, it doesn't seem to be possible to destroy a ghost in physical combat. They'll always come back as long as their anchors exist.
The following weaknesses are suggested by hunters or media, but have either not been field tested or are complete bullshit:
Iron - Unless it's been Cleaved, iron is going to pass through a spirit just like anything else.
Sunlight - Though spirits seem to prefer the dark (probably just to be as spooky as possible), there's really nothing stopping them from manifesting in the daytime.
Sage or Salt - Leave the spice rack at home. Unfortunately it doesn't look like lines of anything will stop a ghost from passing through.
Ghost Myths:
Most ghosts don't require a medium of any kind to make contact with the living, though that's not to say that they won't do this anyway on occasion.
While many ghosts don't seem to be aware of their condition, quite a few ghosts have been encountered that seem perfectly aware that they are ghosts. Not only do they make strange claims about their afterlives, they seem to have some form of community among other like-minded specters.
Ghosts can cross running water, lines of salt, lines of sage, and just about anything else. The biggest restriction ghosts have is that they're tied to their anchors, and it takes a strong spirit to break away from the things that bind them.
Burning a ghost's remains won't usually cause the ghost to disappear. Only the most narcissistic of spirits would linger with a deep connection to their own bodies. Most spirits are connected to something else.
The Rundown:
Aura Color - Smoky white
Hostility Rating (Scale of 1-10) - Usually 2-5
Danger Rating - 4-6
Code Name: Echo
Quick Kill Guide: Unfortunately there's no "quick" way to deal with these ones, but if you know how to Cleave a weapon you can sometimes put them down long enough to get away.