Night's Pawns: Necromancy For Shadowrun


Ghosts: Genus Caducusa

[Apparitions]
  • Apparition
  • Corposant
  • Phantasm
  • Seiryö

  • Apparition

    (Caducusa Imago)
    Habitat:Range:
    Nature: Astral Place of Death, Living Home Any
    Bod Qks Str Chr Int Wll Ess Reaction
    N/A N/A N/A N/A N/A N/A N/A N/A
    Attacks: None
    Powers: Deja Vu, Oneiromancy, Emanation.

    Inarguably the most tenuous and ephemeral of Ghostly entities... even the term "entity" seems a bit much for these beings: They seldom exhibit any real involvement with their surroundings, instead reliving their death or fragments of their lives. They generally manifest visually, but occasionally ghostly touches, sounds, or odors are reported. It's only a rare Apparition who can manifest in Dreams, and rarer still is one who can draw nearby living beings into its experiences through Deja Vu. Apparitions, lacking even astral solidity, cannot normally be attacked or affected other than by fulfilling the compulsions that created them, be it memorialization, justice, etc.

    Corposant

    (Caducusa Scintillulae)
    Habitat:Range:
    Nature: Astral Fog-Prone Areas Worldwide
    Bod Qks Str Chr Int Wll Ess Reaction
    N/A N/A N/A F+1 F-1 F F 1d6+F+10
    Attacks: None
    Powers: Invulnrability, Emanation, Hijack Karma, Haywire, Confusion, Accident, Masking, Spectral Induction, Sorcery (Illusions).
    Weaknesses: Allergy (Sunlight, Extreme), Vulnrability (Elemental Damage, Energy Loss (1/day).

    Also known as Corpse Lights, these tiny flickers of ectoplasmic energy are almost as faint and feeble as Apparitions, lingering at the site of their Corpse or Death... but while Corposants have nothing of the memory or thoughts of their Life or death, they DO posses slightly more volition than Apparitions, and like Phantasms, they can feed off the life and luck of their victims to grow in stability and power. UNlike Phantasms, however, they possess no consciousness of their former humanity, and can be terrible and dangerous as they rise from their ephemeral state to become Nephelim. In general, a Corposant will have the initial 3 Powers Listed plus one power per 2 pts of Force they possess, NORMALLY gained in the order listed.

    Phantasm

    (Caducusa Umbrae)
    Habitat:Range:
    Nature: Astral Any Worldwide
    Bod Qks Str Chr Int Wll Ess Reaction
    N/A N/A N/A F/2 F/2 F/2 F/10 1d6+F
    Attacks: None
    Powers: Deja Vu, Hijack Karma.
    Weaknesses: Allergy (Sunlight, Extreme), Obsessive/Compulsive, Energy Loss (1/day), Amnesia (Special), Flashbacks.

    The faintest of what could actually be termed a survival of consciousness after death, a Phantasm is a fragment of memory and consciousness that continues to exist within the astral plane... A Phantasm is nothing more than a tiny chunk of memory reverberating in the Astral, and will either resonate with something to anchor it, or slowly fade past detectability. A Phantasm with ENOUGH Force absorbed into it can become infused with ectoplasm, and stabalizes as an independent, in many ways sentient spirit. [See the Supp. Section on Casting Phantasma for details of this process].

    Seiryö

    (Caducusa Vitaephemera)
    Habitat:Range:
    Nature: Astral Any Worldwide
    Bod Qks Str Chr Int Wll Ess Reaction
    N/A N/A N/A F/2 F/2 F/2 F/10 1d6 + F
    Attacks: None
    Powers: Deja Vu, Hijack Karma.
    Weaknesses: Allergy (Sunlight, Extreme), Obsessive/Compulsive, Essence Loss (1 F/day).

    An Apparition "Cast" by a living person, strayed due to severe anger, trance, or anxiety. A Seiryö is essentially identical to a Phantasm, with the exception that it cannot ever increase its Force rating, and if in the presence of its "creator" will virtually always attempt to re-integrate with its creator's aura. (see the Supp. section "Casting Phantasma" for details). It is impossible to detect the difference between Phantasms and Seiryö even using necromantic magic, though Spirits of all sorts, can easily distinguish them, not just ghosts.


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