Ghosts
From Wod
Ghosts are the default antagonists for humans in the World of Darkness. Simple themes such as revenge and unfinished business are omnipresent in these entities. The true nature of ghosts is not known, some seem to be sentient beings with motives and wills and others seem to be little more than "playback" of someone's life.
[edit] Ghost Format
[edit] Creating Ghosts Characters
The rules for Ghosts are found on pg. 208 in the World of Darkness Corebook. They are created and their stats are generated in different ways than Humans. If any Numina used is not available online, cite the page reference and book in the Notes so other Storytellers can find thaat Advantage easily. The best way to go about creating Ghosts is to look up some ghost stories. Although the Ghosts found in the Corebook are generic, when you create your Ghost think about fleshing a background story and motives to give the Ghost more life (no pun intended). This will ultimately make your work more valuable to those that read your Ghost.
[edit] The Format for Creating Ghosts
Ghosts added to the Forge should be created as close to this format as the author deems possible so as to ensure a homogeneous quality of work.
1. Create a link to your Ghost Character's page by typing [[Ghosts:NameOfCharacter|Title of Ghost]] under a theme heading. An example is [[Ghosts:BloodMary|Bloody Mary]].
2. Copy the following format onto your Ghost Character's page and fill it in.
[[Ghosts|Back to Ghosts]]
=== GhostTitle ===
''Enter Optional Story Flavor Text Here'' <br>
'''Background:''' Flavor Text <br>
'''Description:''' Flavor Text <br>
'''Storytelling Hints:''' Hints <br>
'''Story Seeds:''' <br>
*Enter Optional Story Seed Here <br>
*Enter Optional Story Seed 2 Here <br>
'''Attributes:''' Attribute # <br>
'''Willpower:''' # <br>
'''Essence:''' # (If more than 10, otherwise not needed) <br>
'''Morality:''' # <br>
'''Virtue:''' Virtue <br>
'''Vice:''' Vice <br>
'''Initiative:''' # <br>
'''Defense:''' # <br>
'''Speed:''' # <br>
'''Derangements:''' If any <br>
'''Corpus:''' # <br>
'''Numina:''' Numen (dice pool #) <br>
<br>
'''Notes:''' Most importantly is any books the Storyteller will need to use to be able to play as the character.
[edit] Ghost Numen Format
[edit] Creating Ghost Numina
Rules and examples of Ghost Numina can be found in the World of Darkness Corebook starting on pg. 210.
[edit] The Format for Creating Ghost Numina
Ghost Numina added to the Forge should be created as close to this format as the author deems possible so as to ensure a homogeneous quality of work.
1. Create a link to your Ghost Numen's page by typing [[Ghost Numina:NameOfGhostNumen|NameOfGhostNumen]] under a proper heading. An example is [[Human Merits:BansheeHowl|Banshee Howl]].
2. Copy the following format onto your Ghost Numen's page and fill it in.
[[Ghost Numina|Back to Ghost Numina]]
=== Title of Ghost Numen ===
'''Effect:''' The explanation of the numen and the mechanical effect including essence cost and any roll that should be made. <br>
If the merit requires its own roll add -
'''Dramatic Failure:''' Effect <br>
'''Failure:''' Effect <br>
'''Success:''' Effect <br>
'''Exceptional Success:''' Effect <br>
As additional options add -
'''Suggested Equipment:''' Equipment/Bonus (+ Amount of Bonus) <br>
'''Possible Penalties:''' Penalty (- Amount of Penalty) <br>
[edit] Ghosts & Ghost Numina
| Contents: | Top - A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
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Matt rolled up in his high school graduation present. He had to slap his pledge brother Karl to get him out of his drunken stupor. The actives had said there wasn't much to this, just take a picture of one of the other pledges standing next to the bus. The last shot of five-dollar vodka had worn off hours ago when they told him what he had to do. Karl got out of the car and groggily swore at the actives, Matt, and the town for good measure. FINISH THE STORY
Background: Along a rural highway road outside of the college town is a wrecked school bus not far off the road at the edge of a forest. Some of the local fraternities have their freshman drive past with a digital camera and take a picture from their car; after graduation the alumni of those fraternities scare themselves again by telling stories of their experiences. On closer inspection one can find simple, worn gravestones surrounding the school bus and going farther into the woods. The gravestones are far older than the school bus. The area is full of trash and broken glass. This is where the Goatmen resides. The story changes with each telling but there are some basic components told by college students to the incoming freshman. A man was driving the school bus and crashed into a turn of the century graveyard. He hit his head or was insane and killed the remaining children waiting to go home from school, their bodies are buried in the old graves. He lived out there for months before the bus was found and he was shot and killed when he was found. His ghost remains there still. The truth is far simpler: a burnt-out 40-something hippie fell asleep at the wheel of his traveling house-on-wheels and died as a result. His body wasn't found for weeks and the owner of the land has decided to forget about the land. The ghost has been there for 20 years and has transformed from a flower-child to a cynical murderer. The reason is unknown, but it possibly could be darker spirits or ghosts already residing in the forest or graveyard, the dark emotions that generations of college students have forced on the site, or simply being alone. The cycle is simple and true every 2-4 years some drunk college students go out to the bus, finds there is nothing really scary, and starts busting the area up. The lucky ones pass out. The Goatman does not lay a finger on any students, instead he uses his numen to "contact" some locals. The locals come out find some very drunk college students (who they despise) and beat them and take them away. Some wake up with a few broken bones in a ditch the next day or in a dumpster in town. A few accidents happen and some die and their bodies are not found for weeks far out in the vast forest. The Goatman rarely "contacts" the same locals and most locals don't have stories about the abandoned school bus. The college students stories renew and refresh and after a few semesters pass into legend, and the dares start up again.
Description: The Goatman manifests only when there is a severe dry spell of college-student curiousity. His face is elongated with a severe overbite, and the Goatman's hair is so thick and unkempt that when it is swept back they have the slight appearance of horns. A serious hunched back completes the picture.
Storytelling Hints: Hints
Story Seeds:
- A townie, Fred, was linked to the murder of a college student to the point of fingerprints and DNA. Fred remembers drinking heavily on a Friday night and getting the urge to go vandalize something at the bus. Then it all becomes a blur until, he had to go into Walmart to work the next morning. Three different State psychiatrists examined Fred before his murder trial and they all concluded that Fred did indeed have no recollection of that night. The physical evidence was overwhelming at the trial, but the jury hung itself three separate times because a minority of the jurors could not believe it beyond a reasonable doubt. Fred was released from custody on a limited probation after the third trial.
- The Goatman's haunt is indeed occupied by other forces that start troubling the ghost to no end. He starts using his Numen to try and call people that will help him by ridding his anchor of the other infestation. The people come confused as to the reason for finding themselves there and fall prey to the occupying forces.
- A fraternity takes the Goatman legend a few steps too far. They begin to venerate the bus and perform vigils and initiations at the crash site. One of the actives starts dating a Wiccan and gets interested in some of her crazy books. He decides the fraternity will sacrifice a goat the next time they hold a meeting out there. Most actives opt out of this one, but a few curiously tag along with the nervous pledges. They get drunk, have a campfire, and very unceremoniously kill the goat. Nothing really happens and they burn the goat carcass. The next morning they take the goat's skull back to the fraternity as a token of their stupidity; the Goatman finds that he has gained another anchor centered on fraternity row.
Attributes: Power 2, Finesse 3, Resistance 4
Willpower: 6
Morality: 3
Virtue: Faith
Vice: Wrath
Initiative: 7
Defense: 3
Speed: 15
Corpus: 9
Numina: Mind Itch (dice pool #)
Notes: The Mind Itch Numen can be found HERE
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Effect: Randomly call humans from miles away to come to the ghosts anchor feeling certain ways and ready to do certain things.
Dramatic Failure: Effect
Failure: Effect
Success: Effect
Exceptional Success: Effect
Suggested Equipment: Equipment/Bonus (+ Amount of Bonus)
Possible Penalties: Penalty (- Amount of Penalty)
