Appropriate music....Ghosts, banes, spectres... Hear my mourns...
I, the former Ghost Master, that who avenged many a ghost and struck the deepest fears and terror into the very hearts of mortals, I have been overthrown by an usurper. Who was that I do not know, but that does not matter at that moment.
What matters now is that I have been banished into the mortal world and captured by the mortals, and now I am stuck within this strange contraption the mortals have bound me to. I myself cannot break out, and I need some external, brute force to escape this prison.
Gremlins, elementals, and horrors alike, unite! I need you to come here, to this house somewhere in eastern Europe, and break this...Machine. How are you going to do this, I could not be bothered less with.
Now come, come to the mortal world, and free me from this misery! The traitor must be punished, but if he could manage to overthrow me, the very Ghost Master, he is no lowly gremlin.Who are you, haunters? (4/4 FULL)sjm9876Name: Summainom
Gender: Male
Age: ~2400yrs
Type: Frightener
Subcategory: Wight
Powers:
1) May fill the dreams of a single mortal with panic.
2) May whisper into the ear of a mortal.
3) May cause a mortal to witness humanoid figures half hidden behind things on the edges of their vision. Closer inspection reveals nothing.
4) As 1, but affects all mortals nearby, with the same dream.
5) Causes the music of Pan pipes to emenate from a certain point.
6) causes a flow of spiders and other insects from a single point.
7) May push or pull a mortal.
Fetters: Outdoors, Emotional, Earth.
Epitaph/History:
"Pan again!" said Dr. Bull irritably. "You seem to think Pan is everything."
"So he is," said the Professor, "in Greek. He means everything."
"Don't forget," said the Secretary, looking down, "that he also means Panic."
Summainom was born around 400BC in Ancient Greece. At first a shepherd, he awoke one night to a vision of the great god Pan. In the vision he danced with nymphs and satyrs, and the god offered him a place amongst them when he passed away in return for his worship. So, Summaimon became a priest of Pan. Rising through the ranks, soon he came to lead the rituals of the god.
However, after a life of worship, he passed away to find no one waiting for him. As he felt the pull of the Styx, he strove to escape, and with a final pull, he did. Then he wandered, lost and alone. Eventually he found his way back to the copse where his people had gathered, and found it empty, his body eaten by the animals he had felt so in tune with. He rested there then.
When the ghost master found Summainom, it was not a man he found, but a lunatic. For over the years he had become mad, and convinced that this madness was the paradise his god had offered him. It was a gift he fully intended to share.
scapheapName: Harriet
Gender: Female
Age: 11
Type: Disturbance
Subcategory: fetches
Powers:
1:Copy a person form(Harriet's form is always available)
2:Can teleport to any mirror in range.
3:Can repair mirrors(piece by piece)
4:Can pull small objects in and out of mirrors. What goes in is what can come out.
5:Can move out of a mirror, but can't leave the mirror(must be touching, but she could pick up the mirror and carry it around.)
6:Children trust her.
7:Can use a child as eyes and ears.
8:Can cure a child.(even a missing limb, but it take a while and is a drain)
Fetters:
Mirrors
Emotional(need)
Child
Epitaph/History:The leftovers of a young girl who only friend was her reflection. The reflection got stronger from the girl wants, becoming an aware friend for the lonely girl. But one day, the girl knocked a vase over, an accident, just like the slap that was just 'accidentally' too strong and down the stairs Harriet Lemon went. Snapped her neck on the bottom step she did.
The fetch remained. The fetch brewed. The fetch made pattens with the blood of the murderer that called herself Harriet's mother. The fetch waited. The Fetch guarded. The Fetch heard a call for help.
RemurthraName: The Artifice
Gender: Mail
Age: 1086
Type: Frightener
Subcategory: Shadow
Powers:
1. May cause an ill wind to blow, acting similarly to a normal breeze, and causing a feeling of unease to those it touches. Only works outside.
2. May manifest phantom whispers.
3. May manifest images to appear in shadows.
4. May cause cryptic symbols to appear and disappear. These symbols will seem to swim before one's eyes.
5. May manifest the sounds of clanking machinery.
6. May manifest a shadowy bloodstained form, moving about the area, staying in the shadows.
7. May manifest itself within flame, and take limited control over it.
8. May possess an avian or group of avians, controlling their actions. All possessed will carry a subtle reddish tint to their pupils.
9. May take control of a child's dreams. The dream will be cryptic and feature certain knowledge of the spirit's. After the dream, the child will take increased notice of the presence of the spirit, and feel a spirit of kinship or obsession. Other symptoms include increased knowledge and creativity, and increased quietness/aloofness. Works better on smaller children. Does not work on those under around four, due to low language skills.
10. May ensorcel a mortal that has just committed a violent act. The victim will over time gain full the ability to see the spirit, will become more withdrawn, and will begin to worship the spirit. The affected will also exhibit similar traits to the affected child. An affected child who grows older, around adolescence, will develop this affection to replace the child power.
Fetters: Machinery, knowledge, violence.
Epitaph/History: Born in England in 927 AD, Sir Joseph Bridger was an eminent alchemist and inventor in Medieval Europe in the late Tenth and early Eleventh centuries. Growing up, Joseph was apprenticed to the local Lord James' master falconer, a man by the name of Phineas. However, his creativity and interests had always leaned toward the arcane. At the age of twenty, after having worked under the falconer for several years, a wealthy merchant known as Christopher saw fit to finance the young man to create a better carriage for transporting goods, and thus the career of Sir Joseph began. Knighted by the king for the discovery of a better acid used to clean jewelry, Sir Joseph always aspired to do more. At the age of thirty eight, he became interested in the question of longevity of life, after having witnessed the death of his father to old age and sickness. Over time he became more and more absorbed by a simple question: If one could tinker with a machine to improve it, to make it run faster, better, and longer, why not a human? Just after turning forty, being at that time a wealthy man, Sir Joseph sold off many of his possessions and retreated to a remote island where he began the work that would cost him another forty years. He passed this time with increasing fervor, acquiring a mass library of obscure and often forbidden texts on alchemy, philosophy, anatomy, mechanics, pagan rituals, and the like. Rumor has it he also began taking men, women, and children from remote villages. It is understandable that the good Sir Bridger went a bit mad, with nothing to do but labor on his masterwork, and none to speak with but his sole companion, a falcon he called Sasha from his falconing days. The secluded nature of his work allowed him piece for a long while, but the Church inevitably got whiff of his debauchery right around his eightieth birthday. They immediately began to plan an operation, to investigate the matter and apprehend any who were responsible. However, the Catholics never got their chance. There was another who would not wait for the justice of the Church, by the name of Johnathan Burkle. Johnathan was a sergeant in the local Duke's army, coming from a poor peasant village near the isle of Sir Joseph's work. His child had gone missing, nearly a year before, and upon overhearing news of the suspected heathenism, he became convinced of Joseph's guilt. Taking his hunting knife and dark cloak, he traveled in the night to the isle, by a small rowboat. The waves were high, carried by a gale from the west. There, he found the old man at a worktable, assembling gears and measuring chemicals, four corpses strewn about on various examination tables, their guts or chests or heads ripped open and burgeoning with clockwork. "Hmm, sodium chloride, brimstone, aqua regia, what's missing? The last catalyst was almost there, I know it, there's just something missing. If only I could get the gear ratios just right. Hmm, seaweed, essence of poppy, what else?" Horrified and infuriated, Johnathan plunged his knife into Joseph's outstretched forearm, causing him to scream in agony. Johnathan then dragged the corpse into his bedroom and set him on the bed, then began to take out his justice. First, he gouged out Sir Joseph's eyes with two deep circular slashes of the knife. Then, starting at the forearm, he began to skin the man, his skin coming off in sheets. Joseph could not tell whether it was minutes or days of extreme agony this took. From there, stopping down the chest, he stabbed deep into his foe's gut, and with sweeping slashes began to tear through the skin and the glistening fat, slicing through the moist, plump intestines and burrowing upward in his disembowelment. From this, he moved upward through the inside toward the heart, finally stopping only when the knife had finally completed its grisly journey to the still-beating center of life. Finished, and still experiencing the shock of his act, Johnathan moved back out into the workroom and moved toward the exit. Before he reached it, he felt a small hand on his leg, and looked down. It was his son, still alive, his chest open to reveal a clinking mass of clockwork. Without another word, the former sergeant took a torch from the fire and touched it to a nearby barrel of oil, for the lamps, simultaneously knocking it over. When the Inquisitors arrived, they could find only ashes where the small secluded home was said to have stood, along with a few battered scraps of machinery and a small rowboat docked on the far side of the isle.
CriptfeindName: Was originally Richard Darango, but is now known as The Flesh Eater or the Wendigo.
Gender: Was a Male
Age: 192
Type: Vapours
Subcategory: Wendigos
1: Can lower the temperature of a area
2: Can induce a insatiable hunger in humans
3: Can make humans who are already hungry crave human flesh
4: Can possess anyone who has eaten human flesh
5: Can whisper to humans though the wind
6: Can appear inside dreams of humans who went to sleep hungry
7: Gains more powers over the dreams of people as become hungrier
8: Can make people who eat human flesh become more and more hungry and more and more addicted to human flesh the more they eat.
9: Can slowly mutate those who eat human flesh into lesser Wendigos
10: Can Manifest itself into the real world.
1: Outdoors
2: Cold(Water?)
3: Sleep
Richard Darango used to be a wealthy America Banker during the 19th century. In the winter of 1858 though he took his family to the south of France for a Christmas Vacation. They spent several pleasant weeks until at the end of their vacation they went for a trip to the alps, the cold and snow where heavy on the peaks that year and a climb was not recommended, but another group of tourists were there and determined to go up the mountain at least a little, and had managed to find a guide who had agreed to take them a short way into the mountain. The family soon decided to join them because after all, they were just going to climb a short while with a large group and huge over abundance of supplies, it wouldn't be that dangerous.
The group reached the highest camp that they planned to go to, a large cabin situated relatively low on the mountain. They decided to spend two days there, then head back. Richard Darango though was fairly unsatisfied, he wanted to go higher and see more, his son agreed with him and together they decided to set out and walk half a day up higher into the mountain, then turn around and return. Unfortunately as the day went on and they went higher the weather took a turn for the worse. A large blizzard covered the area and Richard and his son found that they had traveled too far, they turned to make their way back with all possible haste but before they made it something high up in the mountain, perhaps even just the accumulation of snow, set off a deadly avalanche. The avalanche thundered down the mountainside, utterly obliterating the path off the mountain from the cabin. It took a group of searchers lead by the guide almost a week to find Richard and his son, they were hit by thousands of pounds of snow and ice. The son was mortally dead and trapped under the main brunt of the avalanche, it appeared that only Richard legs were trapped and over the course of several days had managed to rip himself out of the ice to crawl over to his son, losing his lower legs in the process. Richard appeared to be coma and the searchers were disgusted to find that it appeared he had resorted to cannibalism, eating chunks of his own son to survive, although they did not mention this to the others in the cabin at first, not wanting to unduly upset his family.
The people in the Cabin were trapped, but they had plenty of food and other supplies, in the end there was nothing they could do but wait for a rescue attempt, in a effort to stretch their supplies as long as possible they started strictly rationing them. Richard never woke up from his coma and in many ways he seemed dead, no one could feel a pulse and his body was as cold a ice but he was still faintly breathing. They could not do much but try to care for him as best they could, but despite this he only got worse and worse, no food would stay down and he became more and more emaciated. Richard couldn't wake up, he was trapped in his own mind, dreaming of his pain, of his own terrible actions, of his growing hunger. Richard was scared, and tried to reach out to the others around him, but he could not wake up. The people of the Cabin started suffering from terrible dreams. They dreamed of death and loss, pain and suffering, gluttony and horror. After several days the guide that had brought them up the mountain claimed that these dreams were caused by by Richard, the guide reveled that he had eaten the flesh of his son and claimed that he had turned into a monster of cannibalism and madness, the Wendigo. Against protests by the remains of his family the guide and the other travelers he managed to convince took Richard out and set his body on a stack of wood, they lit him on fire in a effort to purge themselves of the dreams. Richard finally woke up, with a scream he woke up covered in flames. His body burnt to ashes, his spirit was twisted and malformed by the horror and pain. A great storm blew over the mountain that night, it covered the land in oppressive darkness, seemingly blotting out the day. For hours the people of the cabin huddled together, hearing, but ignoring the sounds of something banging on the walls of the cabin. The door rattled. Someone knocked. Richards wife opened it and with a scream was pulled out and the door slammed shut before the others could see what had happened. The storm continued. The survivors found that food they ate was as ashes, not satiating their hunger at all. Those who managed to sleep woke up screaming, the night full of horrors. Despite the fire and the huddled bodies the room slowly grew colder. Eventually the guide and a few stout men decided to take what supplies they could and try to make their way back to town though the storm. They left into the night, and although the cold bit at them and the snow blinded them and something stalked them in the night a few of them, including the guide, managed to make it to the nearest village and spread their story.
Two weeks later a search party from the village found the cabin, almost totally snowed in. Within it they found several strange beings, that attacked them and had to be put down with by rifle shot. In daylight it became evident that the creatures might have been human, at some point, they were totally emaciated, just skin tightly pulled over bones, their hair was wild and shockingly white, their teeth and fingernails had grown to sharp fangs and claw. The cabin was a carnal house, full of chewed bones and half eaten bodies of the remains of some of the tourists. The search party returned with a priest and more armed men. When the priest stepped into the Cabin Richard Darango appeared. Hovering slightly above the ground, his legs a ragged mess that slowly dripped blood just below the knees. Nine feet tall, but painfully painfully skinny. His skin was stretched over his bones as if there was nothing else to him at all. His fingernails had elongated into wicked claws five inches long, his mouth jutted forward for more then was naturally and snarled with fearsome fangs. His body was covered in thin strips of hair, his head a mane of it, rough and pure white. His eyes were like embers, burning with a cold fire. The priest attacked him spiritually though, and managed to bind him in a great battle. The Priest could not fully banish him, and thus he reattached the Wendigos spirit to the legs that were buried under the mountain, and thus trapped to the area for a time. The Wendigo was trapped, his spirit slowly fading when the Ghost master found him. The ghost master freed the Wendigo, and helped him regain his strength. With the ghost masters help he managed to find the town where the guide lived, now a elderly man. The Wendigo brought a great storm upon the town, and in the darkness he took his revenge of the guide, rending his body and consuming his flesh. The Wendigo entered the deep mountains then, and terrorized and brought madness to those climbers he came across. Occasionally a a half man half monster would stumble out of the mountains and would attack townsfolk until they managed to kill it.
The Wendigo has long since forgot it's mortal life and most of the circumstances that lead to it's current existence, but it still can recall the debt owned to the being that saved it and helped it get it's revenge. And now almost 100 years later it has heard the call of the Ghost master it stalks out from the alps into the civilized lower lands, it leaves a trail of cold and madness as it searches for the one who it must now work to save.
I. SpritesSprites consist of animal ghosts and minor nature spirits.
There are 3 sprites subcategories:
- gremlins - ghosts of animals killed by technology (max 8 abilities)
- hordes - animal ghosts with swarm powers (flies, spiders, crows etc.) (max 6 abilities)
- wisps - the living balls of light, seeking attention of the mortal eyes (max 5 abilities)
II. DisturbancesDisturbances are low-key ghosts that are largely still focused on earthly and material things.
There are 5 disturbances subcategories.
- fetches - ghosts of vain mortals that haunt mirrors (max 9 abilities)
- manes - ghosts of people who met their untimely death that are bound to their own (or not) corpses (max 9 abilities)
- poltergeists - featureless masses of sentient plasma, with powerful psychic abilities that are fettered to children (max 9 abilities)
- spooks - your stereotypical cartoon ghosts (max 6 abilities)
III. ElementalsThe ancient nature spirits that control the 4 ordinary elements of fire, water, earth and air. (max 8 powers)
IV. VapoursThe vengeful and angry ghosts of all kinds.
There are 4 subcategories of vapours:
- banshees - vengeful ghosts of insane women (max 9 powers)
- apparitions - ghosts of murder victims (max 8 powers)
- thunder spirits - the masters of weather, lighting and wind in particular (max 9 powers)
- wendigos - cannibalistic spirits of madness and famine, who can travel back in time (max 10 powers)
V. FrightenersThe thoughtful, cerebral, and psychological spirits.
There are 4 subcategories of frighteners:
- phantoms - eccentric ghosts with unconventional minds - insane and/or creative (max 9 abilities)
- wights - the guardians of places - usually their own burial sites (max 10 abilities)
- tricksters - nature spirits in the form of anthropomorphic animals, similar to cartoons in both appearance and behavior (max 10 abilities)
- shadows - ghosts associated with murder and madness (max 10 abilities)
VI. HorrorsThe highest forms of ghosts - the people who either lived evil or were killed in particularly horrific ways.
There are 2 horrors subcategories:
- spectres - the ghosts of people who lived violent and grisly lives (max 8 abilities)
- wraiths - ghots of people whose deaths were particularly gruesome and bloodcurdling (max 8 abilities)
Some rulesBefore you can do anything in the mortal world, you need a tether/fetter - an object, a person or environment that you can bind yourself to, usually being related directly to your history (if you are a water elemental, you can tether yourself to a water bottle or a water puddle after a rain - if you were murdered by electricity, you can be bound to either a corpse or skeleton or electronics). You can find a list of possible tethers below.
You can have up to three potential tethers (but you can only tether yourself to one tether at a time).
In order to use your powers, you need to scare people, drive them insane or in short - to influence them. Doing so gives you plasma, which you also need to tether yourself. Your personal plasma slowly decays over time.
Unless you use a specific power, you are invisible to mortals. Certain mortals can either use their psychic powers or technology to detect and potentially banish you, if your activity is particularly high. If you're banished, you're considered "dead", in a normal game's sense.
The higher level ghost you are, the more plasma you require, but you also gain access to more powerful abilities.
If you think that your ghost does not fit into any particular subcategory, then let me know and maybe we can work something out.
List of possible tethersIndoors
Outdoors
Electricity
Emotional (whatever you may want to interpret that as)
Murder (may vary from a deer head to a corpse)
Corpse (be it animal or human)
Water
Fire
Earth
Air
Mirror
Thoroughfare (a hallway, a walkway etc.)
Sleeping
Child
Violence
[b]Name:[/b] (can be your ghostly nickname or a name and/or surname)
[b]Gender:[/b] (if applicable)
[b]Age:[/b]
[b]Type:[/b]
[b]Subcategory:[/b]
[b]Powers:[/b]
[b]Fetters:[/b]
[b]Epitaph/History:[/b] (1-3 paragraphs)