Ghosts
       
      
        
          
            Everybody has a Ghost 
            Everybody has a Ghost who sings like you do 
            Yours is not like mine 
            But it's alright, keep it up 
              
            Ghost - Live | 
         
       
      Creation Songs 
        
      What makes a ghost? There are as many answers as there are ghosts
      to testify to them.  
        
      For some it is a case of unrequited love that has never been
      resolved, and cannot be put away. For others, a horrible accident
      or vicious murder cries out for redress, or recognition. Some
      fall prey to terrifying madness, however silent or obvious, while
      others succumb to old age, or sickness, or a strange, fatal irony.
      Even those who die in peace in their sleep might have cause to
      come back, for one reason or another.  
        
      There is no true formula to predict what lets one soul go on
      and holds another back - no exact science of the soul. Some say
      it's choice, some say it's chance, and some say it's a cosmic
      conspiracy. Still others say it's all a matter of Fate, which
      lies somewhere between those three boundaries.  
        
      Whatever the reason, there are times that the soul does not depart
      from the world the way that it should. The most precious and
      painful things left behind, and the feelings they engender, deny
      these souls full flight from their mortal coil. These great and
      weighty things are known as Anchors, and they hold the soul down
      as surely as any chain, prohibiting the peace their final journey
      into death should bring. 
        
      What is left behind, fettered to these Anchors, is a spectral
      mockery of what once had flesh, a voice and a will of its own.
      It is a shadowy echo of what was mortal: a stillborn voice, whispering
      in the darkness, and begging - however unconsciously - for the
      attention of the living. 
        
      A ghost, for want of a better word. 
      
  
        
        
      Sleeping Reason
      
        
          
            Drifter - Sleepwalk 
            Drifter - Sleeptalk 
            Awake to who is following 
              
            Drifter - Siouxsie and the Banshees 
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      Ghosts are drowsy, stunted things, endlessly repeating key
      moments of their lives over and over again. Wraiths call them
      Sleepers, for they seem to be sleepwalking through their undeath.
      Most aren't aware that they are dead, and even those who know
      this fact are barely aware of their surroundings, their situation
      or their own strength.  
        
      This half-awake state of being is known as the Fugue. Those who
      have some insight - however limited - into these matters say
      that it is caused by the shock of dying. And a ghost might yet
      outsit an eternity without ever recovering from it, for it is
      all-encompassing, and powerful: draining away conscious thought
      and lulling the Ghost to "sleep" as surely as opium.
 
        
      Sleepers will respond to certain things, such as being attacked,
      or having their Anchors threatened. But once the threat is gone,
      or the excitement goes away, they go right back to whatever they
      were doing before they were interrupted. They may completely
      forget that it happened, or may conveniently remember it again
      when something similar happens. Such are the vagaries of the
      Fugue.  
        
      There are a few ways out of this state of affair. Sometimes the
      directed outpouring of emotion towards a Ghost, or one of her
      Anchors, is enough to bring her around.  Exceptionally strong-willed
      Ghosts have also been known to bring themselves out of the Fugue
      by working through the unreality of their current situation,
      or forcing themselves to ask questions about the passage of time,
      and their relation to it. And sometimes Ghosts just wake up,
      as though the Fugue were nothing more than a long and luxurious
      nap. 
        
      But there is a more direct - if somewhat brutal - way to wake
      up a sleeping ghost: removing its Shroud. 
        
      All ghosts are trapped inside a Shroud, which is a flimsy, ethereal
      membrane that covers them from head to foot. No one is certain
      if the Shroud is the cause, or a byproduct, of the Fugue. All
      that is known for certain is that its presence is integral to
      keeping the Ghost Asleep, and removing it, then, is the surest,
      most direct way to Awaken a ghost, thereby creating a Wraith. 
        
      And when it's over, and the Wraith is fully aware of what she's
      "gained," it's quite understandable why many of them
      wish they'd stayed Asleep. 
       
      Means of Demise 
      The first division in undead society - at least past the matter
      of being Asleep or Awake - is caused by the last moments of every
      Wraith's mortal life.  
        
      The means by which one dies mark the dead in ways that are both
      indelible and unquestionable. They provide Wraiths with with
      the source of their Deathmarks, and an affiliation towards certain
      Numen. And they also make each Wraith stronger in one regard,
      yet weaker in another, as though they were caught in some kind
      of spectral balancing act.  
        
      Those slain by Violence are something of an angry breed,
      hence the nickname of "Ragers," "Redfaces"
      and "Bruisers." They know too well the cost of anger,
      and yet they are marked with an odd propensity towards it, reflecting
      in an increase in their strength. They also become attuned to
      either controlling fear in others, via the Numen of the same
      name, or channeling their rage and pain through the strains of
      Kinesis. And their anger will become all too clear if they are
      presented with a close reminder of how they, themselves, died,
      as they may slip into Shadowstate without meaning to.  
        
      Meanwhile, those who succumbed to Sickness or Starvation
      are conversely granted an increase in their stamina, as if
      to make up for their bodies' failure. These dead are known as
      "Sickies" and "Plaguebearers," even if they
      starved to death, due to the horrid miasma of disease and sickness
      that surrounds them. The experience of having died in this all-too-earthly
      fashion lends them an affinity towards either the Bios or Embody
      Numen, as they have either gained an insight into the workings
      of the human body, or forced themselves to be for so long
      that Embodying now seems second nature.   
        
      The ones taken by Old Age are often referred to as "Elders"
      or "Grandparents," when they're not being derided as
      "Antiques" or "Old Farts." Having forced
      themselves to live as long as they did increases their resolve,
      just as having gotten so old makes them more attuned to the Bios
      or Decay Numen. But they also face the danger of giving up too
      easily, or falling into a deadly rut - leading to easier Ossification
      if they're not careful about it. 
      Happenstance takes many a victim, and grants them an
      increase in their dexterity as if to make up for the whole thing.
      They are also granted affinities with Kinesis and Fate, which
      may give them a better chance the next time around. However,
      all "Accidents," "Whoopsies" and "Slip-Ups"
      are also cursed with suffering physical flashbacks to their deaths,
      both on important anniversaries and in eerily similar circumstances.
       
      The "weirdoes" and "lunatics" who died
      due to their own Insanity are not often popular, even
      if they might have a talent for the much-needed Castigate Numina
      as a result of wrestling with their inner demons. This may be
      because they can also have a talent for the Fear Numina, instead,
      or perhaps because their mania followed them even unto death,
      in the form of a post-mortem insanity that can never be healed.
      The fact that their composure is raised to help counter this
      handicap is often lost on those who would judge them.  
      Also unpopular are those whose deaths are a Mystery,
      even to them. Bereft of Deathmarks, they stand out like sore
      thumbs, and could develop a talent for any Numina at all - including
      ones that are hard to come by, or possibly even unique. Their
      wits have been sharpened by the uncertainties of their death,
      but they will need them, for they are compelled to seek out any
      new evidence of what may have happened. And once the mystery
      is solved, their proper Deathmarks appear, and they can no longer
      be referred to as "blanks," "enigmas" or
      "questions."  
      But the most unpopular of all are those who died due to the
      hand of Fate in action - mostly because no one but the
      "Touched" know who one another are. The "Condemned"
      sport proper Deathmarks according to how they died, but
      the why of it revealed only to one another, in a special
      Deathmark only they can see. The hand of Fate upon them makes
      them more manipulative, perhaps because they are more attuned
      to how the world works, and they can have an affinity for either
      the Fate or Embody Numen along similar principles. But that hand
      can also be very controlling, and many of the "Puppets"
      find out that it can control them just as easily, occasionally
      turning them into automatons and sending them off on some unguessable
      errand.  
      
  
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