TEXT: Cover Art 
  Jeremy Simmons
  Interior Art
  John Longenbaugh 
  Layout
  Chris Davis
  Editing
  Amber J. Tresca
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of Wizards 
  of the Coast, Inc. in the United States and other countries and are 
  used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the terms of 
  the d20 System License version 6.0.  A copy of this License can 
  be found at www.wizards.com/d20.
  Visit our Website:
  www.RPGObjects.com
  By 
  Michael Tresca
  From Micheal: 
  - Special thanks to Fritz Baugh and Matthew Riddle.
  - This book is dedicated to my mom, who taught me to 
  overcome my fears by making fun of scary things ‘til they 
  cry.
  
  Blood and Spooks
  Page - 2
  Hunter.
  As the world changed, so too did the nature of 
  Ghost hunting.  With a heightened awareness of global 
  terrorism, the psychic energy matrix of the Earth is 
  boiling with anger, fear, and hate—and ghosts are 
  more common than ever before.  
  And what do you need when the world is gripped 
  in fear and suspicious of everything that moves?  
  You need a Ghost Hunter: a man or woman who, 
  backed by nuclear weapons, blasts a stream of barely 
  harnessed energy at spooks with a smile…and for a 
  small service fee.
  Who the Hell Are You?
  Founded in Holbrooklyn, New Jersey in 1972, the 
  International Center for Ethereal Containment and 
  Control (ICECC) has the ﬁrst and only professional 
  parapsychological investigation team of its kind, 
  worldwide.  The ICECC team is comprised of the 
  world’s most recognized experts in paranormal 
  ﬁeld research (including entities, ghosts, hauntings, 
  Table of Contents
  Chapter One: Characters 
  4
  Allegiances 
  4
  Occupations 
  6
  Ghost Hunter Background 
  8
  Victims 
  9
  Advanced Classes 
  10
  Arcanist  
  10
  Clairvoyant 
  12
  Exorcist 
  14
  Geomancer  
  16
  Ghost Hunter  
  17
  Medium  
  19
  Parapsychologist 
  21
  Skeptic 
  22
  Skills 
  23
  New Feats 
  24
  Chapter Two: Ghost Hunting 
  25
  Licenses 
  25
  Weapons 
  25
  Miscellaneous 
  28
  Signs of a Haunting 
  29
  Contracts 
  29
  Places of Power 
  31
  Haunted Places 
  31
  Magical Places 
  31
  Interdimensional Triangles 
  32
  General Tips 
  32
  Chapter Three: Ghostly FX 
  33
  New Powers 
  33
  Chapter Four: Field Guide 
  48
  Planes 
  48
  Ethereal Plane 
  48
  Ether-Containment Unit 
  49
  Ghosts 
  49
  Becoming a Ghost 
  50
  Creating A Ghost 
  51
  Ghostly Equipment 
  52
  Spirit 
  53
  Psi-Like Abilities 
  55
  Blood and Spooks: The Ghost Hunter’s Guide is a 
  Modern campaign supplement.  For more information 
  about D20 Modern, see Section 15 of the Open 
  Gaming License.
  Where the Hell Are We?
  What if ghosts aren’t really supernatural concepts, 
  but creatures with their own biology?  And if ghosts 
  have their own biology they can be thwarted through 
  the use of scientiﬁc principals —if not destroyed, at 
  least captured.  And if ghosts can be captured…well, 
  somebody can get rich doing it.
  Enter the Ghost Hunters.  Cobbled together by 
  a group of misﬁt scientists, they attempted to use 
  parapsychology for proﬁt and, at least some of the 
  time, succeeded.
  Life as a Ghost Hunter is never predictable.  The 
  wax and wane of supernatural activity seems to vary 
  without rhyme or reason—the 80s were rife with 
  supernatural phenomena but there were entire years 
  that were actually quite boring.  At least for a Ghost 
  
  Blood and Spooks
  Page - 3
  poltergeist activities,  and psychic abilities), 
  combining both scientiﬁc, and psionic abilities.  
  Although internationally famous for paranormal 
  research pertaining to paranormal phenomena, many 
  of the ICECC Investigators routinely work with 
  police and other agencies on a variety of cases that are 
  not considered paranormal in nature.
  Individually and collectively, the ICECC team is 
  the most recognized, televised and respected team of 
  professionals in the ﬁeld.  They are sought after by 
  private clients and media alike, as well as high proﬁle 
  clients like tabloid newspapers, horror writers, and 
  governments who are ashamed to admit that ghosts 
  don’t pay taxes.  ICECC investigators have routinely 
  worked with police agencies on missing persons and 
  homicide cases, in addition to scientiﬁc investigations 
  of paranormal activity and the study of psionics.
  The franchise contract that enterprising Ghost 
  Hunters sign with ICECC is built around missions.  
  ICECC makes a mission request and the local 
  franchise receives no payment except credit.
  ICECC receives payment directly from clients and, 
  after taking into account expenses such as property 
  damage, risk of life and limb, and rufﬂed politicians 
  who need to be bribed, the Ghost Hunter franchise 
  may see SOME of that payment.
  Remember in the Middle Ages where peasants 
  had to work their butts off on farmland, seven days 
  a week, so the local lord would allow them to live 
  on his land?  Ghost hunting is like that.  Only there 
  are ghosts and screaming and running and property 
  damage.
  Okay, so it’s EXACTLY like the Middle Ages.
  The ﬁrst rule of ghost hunting is this: it ain’t cheap. 
  To start a franchise, Ghost Hunters have to sell or 
  mortgage everything they own.  This is why most 
  Ghost Hunters aren’t married.  They collectively 
  scrape up enough money to eat for a week and take 
  out ads.  In return, Ghost Hunters become part of the 
  ICECC franchise.
  What the Hell is 
  Happening?
  Blood and Spooks: The Ghost Hunter’s Guide is 
  all about good guys versus bad guys, only the bad 
  guys tend to be dead, from another dimension, or 
  both.  They don’t have to only be ghosts—Ghost 
  Hunters deal with all kinds of strangeness and a strict 
  deﬁnition of a ghost doesn’t always apply.  That’s 
  okay, Ghost Hunters will ﬁre their electron packs at 
  anything that moves.
  Blood and Spooks is cinematic.  Coincidences 
  happen at just the right time.  People who the Ghost 
  Hunters desperately need to see (or not see) show up 
  at the last minute.  And everything is wrapped up in 
  a few hours.  A session of Blood and Spooks should 
  never be boring.
  Blood and Spooks is humorous.  Ghost Hunters 
  get frightened, they get beaten up, and they run 
  away screaming for their mommies like anybody 
  else when confronted with an Evil Man Was Not 
  Meant to Understand or Even Politely Converse 
  With.  But one shot of tequila later and they’re back 
  in action, completely unaffected by their near-undeath 
  experience. 
  That’s the beauty of Blood and Spooks.  It’s 
  supposed to be scary, it’s supposed to be 
  horrifying, but the Ghost Hunters are too stupid to 
  really be affected by it.
  And yet, despite the fact that ghost hunting involves 
  a bunch of people playing with energy streams, ghost 
  hunting isn’t only about blowing stuff up.  In fact, 
  most ghosts have a history that needs solving.  In this 
  respect, Blood and Spooks resembles a Scooby Doo 
  mystery, only the bad guy never pulls a mask off at the 
  end because it’s his real face.
  Ghost Hunters have lives. Through it all, the 
  Ghost Hunters are decidedly real people.  For every 
  parapsychologist spouting techno-babble, there’s 
  a Ghost Hunter just trying to stop a ghost from 
  destroying a city block.  Ghost Hunters get drunk, get 
  horny, and get arrested—they’re unlikely heroes, but 
  they’re the only ones who have the chutzpa to strap 
  on a goofy outﬁt, drive around in a ridiculous-looking 
  vehicle, and zap ghosts with ray guns.
  Ghost hunting, however, can be a terrifying 
  experience.  Although this isn’t nearly as amusing 
  as a comedic game, it can be difﬁcult for some 
  Game Masters (GM) to maintain a humorous tone 
  for a long campaign.  If your GM wants to run a 
  longer campaign, it’s best to have horror missions 
  interspersed with comedic missions.  Both styles 
  provide opportunities for character growth.  Death, 
  madness and sadness are great set ups for humor—just 
  look at Shakespeare.
  
  Blood and Spooks
  Page - 4
  Chapter One: Characters
  Ghost Hunters come from all walks of life.  Skinny 
  and fat, short and tall, smart and dumb, there are few 
  requirements to join the ICECC.  However, all Ghost 
  Hunters believe in controlling, stopping, and well, 
  hunting the supernatural.  The common folk love 
  them.  The government watches them.  And ghosts?  
  They really, really hate them.
  This chapter details new allegiances that apply 
  to Ghost Hunters, new occupations, backgrounds, 
  advanced classes for elite Ghost Hunters, and if you’re 
  really bored, the joy of being a victim. 
  Allegiances
  Ghost Hunters have allegiances like everybody else.  
  They’re not as high-minded as some people might 
  expect (or as lowbrow as everyone ﬁgured). 
  A Ghost Hunter may have up to three allegiances, 
  listed in order from most important to least important.  
  These allegiances are indications of what the Ghost 
  Hunter values in life, and may encompass people, 
  organizations, or ideals. A Ghost Hunter may have no 
  allegiances (being either a free spirit or a lone wolf) or 
  may change allegiances as he or she goes through life. 
  Also, just because the Ghost Hunter ﬁts into a certain 
  category doesn’t mean he has to have that category as 
  an allegiance.
  If the Ghost Hunter acts in a way that is detrimental 
  to his allegiance, the GM may choose to strip the 
  Ghost Hunter of that allegiance (and all its beneﬁts) 
  and assign an allegiance more suitable to those 
  actions.
  Pledging Allegiance
  A Ghost Hunter’s allegiance can take the form of 
  loyalty to a person, an organization, a belief system, a 
  nation, or an ethical or moral philosophy. In general, 
  a Ghost Hunter can discard an allegiance at any time, 
  but may only gain a new allegiance after attaining a 
  new level.
  Having an allegiance implies having sufﬁcient 
  intelligence and wisdom to make a moral or ethical 
  choice. As a result, a character must have Intelligence 
  and Wisdom scores of 3 or higher in order to select 
  allegiances.
  Allegiances include, but are not limited to, the 
  following examples:
  Jorge took yet another deep breath and 
  repeated the interview question he had asked the 
  30 other applicants to his Ghost Hunter franchise. 
  “How do you feel about ghosts?”
  What Jorge expected was a long diatribe about 
  the nature of the immaterial, the belief in a spirit 
  plane, the desire to return the dead back to where 
  they belong, the need to coexist in harmony with 
  all levels of existence. Joey had said it.  Heck 
  even Brenda had said something along those lines 
  when they were dating. 
  Elio said, “Don’t believe in ‘em.”
  Jorge blinked.  “What?”
  “You heard me,” said Elio, pushing one hand 
  through his mop of long black hair.  “I don’t 
  believe in ghosts.”
  Jorge sat back and crossed his arms.  “Do you 
  even know where you are?”
  Elio smirked.  He leaned forward.  “Sure do.  
  This is an interview for the position of Research 
  Director for the International Center for Ethereal 
  Containment and Control.  You’re Jorge, franchise 
  owner of the Long Island branch.  And right now, 
  you’re sitting in your living room wondering what 
  the hell I’m doing here.”
  Brenda giggled to Jorge’s left.  Jorge thanked 
  her for her valuable contribution to the discussion 
  by shooting her a glare.
  “Unless your talent is telepathy, I don’t see why 
  you’d want to have anything to do with an entire 
  organization dedicated to the study and removal 
  of ethereal entities.”
  “What Jorge is trying to say,” said Brenda, 
  brushing a purple lock out of her face, “is what 
  the hell are you doing here?”
  Elio grinned.  “It’s a fair question.  See, this 
  is how I look at it: you’re a parapsychologist, 
  right?”
  
  Blood and Spooks
  Page - 5
  Chapter One: Characters
  Organization: Most Ghost Hunters have 
  allegiance to the ICECC.  At least, they better have 
  this allegiance if they want any cool ghost hunting 
  equipment.
  Moral Philosophy: This describes one’s attitude 
  toward others.  See below for some ideas on just how 
  immoral Ghost Hunters can be (here’s a hint: really, 
  really immoral).
  Sex
  Ghost Hunters with this allegiance want to get it 
  on.  All the time.  For each satisfying date (the word 
  “satisfying” is left to the discretion of the GM), the 
  Ghost Hunter receives 1 action point.  If the Ghost 
  Hunter fumbles a roll during the date (be it Bluff 
  or Diplomacy), he loses 1 action point instead.  
  The Ghost Hunter only receives an action point 
  for successfully dating one person the ﬁrst time.  
  Thereafter, the Ghost Hunter doesn’t receive any more 
  action points for dating that person unless he does not 
  date them again for at least six months.  This game 
  mechanic ensures a Ghost Hunter whose allegiance is 
  sex plays the ﬁeld as often as possible.
  Wealth
  Okay, so most Americans probably have this 
  allegiance.  Still, the Ghost Hunter who has wealth as 
  an allegiance is greedier than your average working 
  schmoe.  This is a cruel irony, because Ghost Hunters 
  make very little money anyway.  Every time the 
  Ghost Hunter rolls a natural 20 on a Wealth check, he 
  receives an action point.  Whenever he rolls a natural 
  1 on a Wealth check, he loses 1 action point.
  Fame
  Ghost Hunters with fame as their allegiance want to 
  get as much publicity as possible.  Famous Ghost 
  Hunters will smile for the camera; sign autographs 
  at conventions; and best of all, do TV interviews.  
  They embrace paparazzi and encourage fan clubs. 
  Whenever a Ghost Hunter rolls a natural 20 on his 
  Reputation check, he gains 1 action point.  Whenever 
  he rolls a natural 1 on his Reputation check, he loses 1 
  action point.
  Science
  Science is everything.  Parapsychology is something 
  of an unexplored frontier to someone who takes their 
  study of this scientiﬁc discipline seriously.  A Ghost 
  Hunter with an allegiance to science is part of how 
  Ghost Hunters succeed—they see ghosts as a scientiﬁc 
  challenge rather than a horrifying brush with undeath.  
  Ghost Hunters who roll a 20 on a Knowledge check in 
  behavioral sciences, earth and life sciences, physical 
  sciences, or technology receive 1 action point.  
  Rolling a 1 subtracts an action point.
  Humanity
  Some Ghost Hunters don’t hunt ghosts for the 
  money—mostly because there’s not much money to 
  be made.  But other Ghost Hunters do it because they 
  believe they’re genuinely doing the “Right Thing.” 
  For Ghost Hunters with noble goals, beating a ghost 
  has extra rewards: each time the Ghost Hunter defeats 
  a villain whose Challenge Rating (CR) is equal to the 
  Ghost Hunter’s level or higher, he receives 1 action 
  point.  If the Ghost Hunter is defeated (e.g., runs away 
  or is knocked unconscious) by a villain of similar CR 
  or lower, the Ghost Hunter loses 1 action point.
  Allegiances and Inﬂuence
  An allegiance can create an empathic bond with 
  others who have the same allegiance. With the GM’s 
  permission, the character gains a +2 circumstance 
  bonus on Charisma-based skill checks when dealing 
  with someone of the same allegiance—as long as the 
  Ghost Hunter has had some interaction with the other 
  character to discover the connection.
  “Yes, I have a degree in—”
  “Right,” said Elio.  “How seriously do your 
  fellow scientists take you?”
  Brenda put one hand on Jorge’s shoulder before 
  he could respond with something less pleasant.  
  “Not as seriously as they should.”
  “Right.  I wrote a book,” he slid a copy across 
  the glass table to Jorge, although he was looking 
  at Brenda.  It was titled, “Ghosts Are Not Real.”
  “Creative,” said Jorge with disgust.
  “Read the bio.”
  Brenda picked the book up from the table 
  and read it out loud. “Elio Martello was born 
  in Massachusetts, studied nuclear physics 
  at Columbia University and graduated from 
  Norwich University in Northﬁeld, VT. Elio 
  uses the scientiﬁc method to debunk supposed 
  paranormal phenomena and has yet to actually 
  experience a single supernatural event in his 15 
  years—”
  Jorge waved her off.  “Great, so he wrote a 
  book.  Look, I don’t see—”
  “The way I see it,” said Elio, “you could 
  seriously use some credibility.  Sun Tzu once 
  said, ‘Keep your friends close and your enemies 
  closer’.  Imagine the prestige of having a skeptic 
  on site investigating supposed hauntings.  Like 
  it or not, once you get this little franchise off 
  the ground the reporters are going to eat you for 
  breakfast.”
  Jorge stood up.  “That’s very nice, Mr. Martello.  
  Thank you for your—”
  “Did I mention that I’ve also got a reality show 
  deal that will pay $1,000 an episode, regardless of 
  whether we actually catch a ghost or not?”
  “You’ve got yourself a deal, Elio,” Brenda said 
  as she shook his hand. 
  
  Blood and Spooks
  Page - 6
  Chapter One: Characters
  Ghost Hunters receive the allegiance bonuses under 
  the following circumstances:
  Sex: when dating or attempting to date a member of 
  the opposite sex. 
  Wealth: when dealing with ﬁnancial negotiations.
  Fame: when dealing with members of the media or 
  fans.
  Science: when dealing with supernatural beings or 
  other parapsychologists.
  Humanity: dealing with anyone who has been 
  harmed or threatened by the supernatural.
  Occupations
  Upon creating their Ghost Hunters franchise, the 
  Ghost Hunters themselves must elect ofﬁcers.  These 
  ofﬁces are reﬂected in their choice of occupations.  
  There can be only one president and treasurer but all 
  other occupations are open any Ghost Hunter.
  Antiques Dealer
  Antiques dealers deal in antiques.  You’re shocked, 
  right?  What makes this occupation particularly useful 
  in ghost hunting is that many ghosts are tied to old, 
  decaying items that nobody but antique dealers would 
  be interested in.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Decipher Script, Gather Information, Investigate, 
  Knowledge (arcane lore, streetwise), Repair, 
  Research.
  Bonus Feat: Select either Attentive or Studious.
  Wealth Bonus: +2.
  Circus Performer
  Distantly related to the escape artist, circus performers 
  must compete with other performers for attention.  
  Indeed, the audience is rarely looking at them most of 
  the time, which pisses them off.  Circus performers 
  have to compete with a bunch of animals and clowns.  
  And you thought YOUR job was tough.
  Prerequisite: Age 18+.
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Balance, Climb, Handle Animal, Jump, Knowledge 
  (Arcane Lore, Current Events, History, Streetwise), 
  Tumble, Perform (act).
  Bonus Feat: Select Acrobatic, Archaic Weapon 
  Proﬁciency, Athletic.
  Wealth Bonus: +1.
  Escape Artist
  Escape artists can break free from deadly traps 
  and horrible contraptions.  The twist is that the 
  traps belong to the artist.  Most escape artists are 
  consummate perfectionists—indeed, their profession, 
  as well as their lives, depend on executing every twist, 
  turn, and key perfectly.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bluff, Climb, Craft (mechanical), Disable Device, 
  Escape Artist, Knowledge (Arcane Lore, Current 
  Events, History), Sleight of Hand, Swim.
  Bonus Feat: Select either Deceptive or Nimble.
  Wealth Bonus: +1.
  Reputation Bonus: +1.
  Fortuneteller
  Fortunetellers use a variety of divination methods to 
  determine the fate of their subjects.  At least, that’s 
  what it says on their business cards.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bluff, Diplomacy, Gather Information, Knowledge 
  (arcane lore, behavioral sciences, streetwise), 
  Research, Sleight of Hand.
  Bonus Feat: Select Attentive, Deceptive or 
  Renown.
  Wealth Bonus: +2.
  Ghost Hunter Driver
  This poor sap gets to drive whatever passes for 
  transportation for the Ghost Hunter franchise.  It 
  wouldn’t be so bad if it weren’t for the fact that Ghost 
  Hunter transportation is usually piece of junk; keeping 
  it from tipping over is a challenge unto itself. It’s a 
  thankless job, but somebody’s gotta do it.
  Prerequisite: Age 18+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghost Hunter 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Craft (electronic, mechanical, or structural), Climb, 
  Drive, Handle Animal, Intimidate, Repair, Ride.
  Bonus Feat: Vehicle Expert
  Wealth Bonus Increase: +2.
  Ghost Hunter President
  Presidents have an obsession about being their own 
  boss. They believe in themselves, have an abundance 
  of conﬁdence, and the ability to acquire the funds 
  necessary to bankroll their newest moneymaking 
  venture. These small- to large-business owners have 
  a knack for putting together business plans, gathering 
  resources, and getting a new venture off the ground. 
  They rarely want to stick around after the launch, 
  however, as they prefer to put their energies into the 
  next big thing.
  Prerequisite: Age 18+.
  
  Blood and Spooks
  Page - 7
  Chapter One: Characters
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghost Hunter 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Bluff, Diplomacy, Gamble, Knowledge (arcane lore, 
  business, current events, or technology).
  Reputation Bonus Increase: +1.
  Wealth Bonus Increase: +3.
  Ghost Hunter Secretary
  The secretary gets the exciting task of sitting in the 
  ofﬁce!  Every once in awhile, the phone rings!  If 
  the secretary is extremely dexterous, he/she/it may 
  successfully pick it up and even answer the phone 
  without scaring off a client!  When not listening to 
  some kook sound off about his talking toaster, the 
  secretary holds down the fort while the other Ghost 
  Hunters are away.  If you haven’t ﬁgured it out yet, 
  being the secretary sucks.
  Prerequisite: Age 18+.
  Skills: Choose of the following skills as permanent 
  class skills. If a skill the Ghost Hunter selects 
  is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Computer Use, Diplomacy, Knowledge (arcane 
  lore, art, business, civics, earth and life sciences, 
  history, physical sciences, or technology), Research.
  Bonus Feat: Choose one of the following: 
  Trustworthy or Educated
  Wealth Bonus Increase: +2.
  Ghost Hunter Tactical Leader
  Tactical leaders are more common amongst the Ghost 
  Hunter franchise than they used to be.  These are the 
  people with military training who treat catching ghosts 
  like arresting perps.  Most Ghost Hunters ﬁnd tactical 
  leaders a little scary.  So do most ghosts.
  Prerequisite: Age 18+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghost Hunter 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Climb, Demolitions, Drive, Hide, Knowledge 
  (arcane lore, tactics), Move Silently, Navigate, Pilot, 
  Survival, Swim.
  Bonus Feat: Select one of the following: Brawl, 
  Combat Martial Arts, Light Armor Proﬁciency, or 
  Personal Firearms Proﬁciency.
  Wealth Bonus Increase: +2.
  Ghost Hunter Technician
  Scientists and engineers of all types ﬁt within the 
  scope of this occupation. Ghost Hunters tend to attract 
  a lot of “fringe” scientists that are generally looked 
  down upon by the scientiﬁc community.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghost Hunter 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill. 
  Computer Use, Craft (chemical, electronic, 
  mechanical, or structural), Knowledge (arcane lore, 
  business, earth and life sciences, physical sciences, or 
  technology), Repair, Research.
  Bonus Feat: Choose one of the following: Builder, 
  Educated or Gearhead
  Wealth Bonus Increase: +2. 
  Ghost Hunter Treasurer
  Similar to the secretary, the more physically active 
  Ghost Hunter professions consider the role of 
  treasurer to be pretty boring.  But they keep it to 
  themselves, because the treasurer pays their salaries, 
  bargains with clients, sets fees, and replaces the 
  equipment that tactical leaders mangle.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghost Hunter 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Computer Use, Diplomacy, Forgery, Knowledge 
  (arcane lore, business, civics, current events), 
  Research. 
  Bonus Feat: Choose one of the following: 
  Deceptive, Educated or Meticulous
  Wealth Bonus Increase: +2.
  Ghost Hunter Vice-President
  Vice-presidents are like presidents, only not as good.  
  There are usually a lot of vice-presidents, which tends 
  to devalue the position somewhat.  Some franchise 
  owners have pointed to the fact that since anyone can 
  be vice-president, and nobody listens to the president 
  anyway, this is why most ghost hunting expeditions 
  end up degrading into complete chaos.
  Prerequisite: Age 18+.
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill the Ghost Hunter 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.
  Bluff, Diplomacy, Gamble, Knowledge (arcane lore, 
  business, current events, or technology).
  Reputation Bonus Increase: +1.
  Wealth Bonus Increase: +2.
  Journalist
  The journalists that are most likely to encounter 
  ghosts are those who work for tabloid newspapers 
  or science ﬁction newsletters.  Reporting just about 
  everything they discover as fact, these journalists are 
  too jaded to be fooled by most tricks.  Still, they report 
  even dubious paranormal incidents because they have 
  deadlines to meet and mouths to feed.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Craft (writing), Gather Information, Investigate, 
  Knowledge (arcane lore, current events, streetwise), 
  
  Blood and Spooks
  Page - 8
  Chapter One: Characters
  Research, Sense Motive.
  Bonus Feat: Select either Attentive or Creative.
  Wealth Bonus: +2.
  Mystic
  Mystics draw quiet strength from their belief in a 
  greater power.  They do not necessarily have ties to 
  a speciﬁc religion or denomination—their faith is 
  enough.  Some mystics are lay clergy, counselors, 
  motivational speakers, social workers, or any other 
  position involved with helping people who have lost 
  hope and faith.
  Prerequisite: Wisdom 10.
  Skills: Choose three of the following skills as 
  permanent class skills.  If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Concentration, Craft (writing), Decipher Script, 
  Diplomacy, Knowledge (arcane lore, art, behavioral 
  sciences, history, or theology and philosophy), Sense 
  Motive.
  Bonus Feat: Select either Divine Heritage or 
  Magical Afﬁnity.
  Wealth Bonus: +1.
  Psychic
  Psychics can be people with innate, low-level psionic 
  abilities or simply con artists looking to make a buck 
  off those gullible enough to believe their ruses.
  Prerequisite: Age 15+.
  Skills: Choose three of the following skills as 
  permanent class skills.  If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bluff, Concentration, Diplomacy, Gather 
  Information, Intimidate, Knowledge (behavioral 
  sciences, current events, popular culture, or 
  streetwise), Sense Motive.
  Bonus Feat: Select either Iron Will or Wild Talent.
  Wealth Bonus: +1.
  Psychic Investigator
  Psychic investigators are experts at snifﬁng out the 
  strange and bizarre.  Sometimes psychic investigators 
  are hired to do what normal investigators cannot, 
  considering the most outrageous answers to the 
  most complex problems.  And sometimes psychic 
  investigators are hired by normal people to discern if 
  the cause of a problem is supernatural—for instance, 
  a father who claims he can’t pay alimony because his 
  money magically disappears every night.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as 
  permanent class skills.  If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Diplomacy, Gather Information, Knowledge (arcane 
  lore, streetwise), Investigate, Research, Sense Motive.
  Bonus Feat: Select either Attentive or Studious.
  Wealth Bonus: +2.
  Stage Magician
  Stage magicians use sleight of hand and parlor tricks 
  to create supernatural-like effects.  They do not, of 
  course, genuinely levitate people or cut them in half, 
  nor do they teleport small items into peoples’ ears…or 
  do they?
  Prerequisite: Age 23+.
  Skills: Choose three of the following skills as 
  permanent class skills.  If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bluff, Craft (chemical or mechanical), Disable 
  Device, Escape Artist, Hide, Move Silently, Perform 
  (stand-up), Sleight of Hand.
  Bonus Feat: Select either Deceptive or Nimble.
  Wealth Bonus: +1.
  Ghost Hunter Background
  Sometimes it may be convenient to have NPCs and 
  PCs with a pregenerated background that explains 
  how a Ghost Hunter came by his profession.  If you’re 
  looking for a normal background, ﬁnd another book…
  Ghost Hunters are a messed-up lot.
  D10
  Reason
  1
  Casper
  2
  Criminal Record
  3
  Ghost Magnet
  4
  Greed
  5
  Haunted
  6
  Near Death Experience
  7
  Nucking Futs
  8
  Recovered Addict
  9
  Recruited
  10
  Trauma
  Casper
  The Ghost Hunter encountered a supernatural being 
  that caused him to believe in ghosts and actively hunt 
  them.  The ghost was benevolent enough that the 
  Ghost Hunter only wants to study and understand the 
  supernatural…as opposed to blowing it up.
  Beneﬁt: You gain a +2 bonus on Diplomacy checks 
  with undead.
  Drawback: You take a –1 penalty on Reputation 
  checks, you freak.
  Criminal Record
  The Ghost Hunter has a criminal record that prevents 
  him from getting a normal job.  A Ghost Hunter’s line 
  of work is the only alternative.
  Beneﬁt: You gain a +2 bonus on Knowledge 
  (streetwise) checks.
  Drawback: You take a –1 penalty on Reputation 
  checks.
  
  Blood and Spooks
  Page - 9
  Chapter One: Characters
  Ghost Magnet
  Like a beacon in a cloudy storm, the Ghost 
  Hunter attracts ghosts.  He can’t choose any other 
  profession—ghosts won’t leave him alone.
  Beneﬁt: You gain a +2 bonus on Spot checks 
  against undead.
  Drawback: You suffer a –1 penalty on Hide and 
  Move Silently checks against undead.
  Greed
  The Ghost Hunter thinks he can make a lot of money 
  by exploiting ghosts.  He’s wrong of course, but 
  nobody told him that.
  Beneﬁt: You gain a +1 bonus on Wealth checks.
  Drawback: You take a –1 penalty on Gamble 
  checks.
  Haunted
  The Ghost Hunter encountered a supernatural being 
  that caused him to believe in ghosts and actively hunt 
  them.  It was traumatic enough to motivate the Ghost 
  Hunter to devote his life to stopping ghosts, whatever 
  the cost.
  Beneﬁt: You gain a +1 bonus on Will saves against 
  undead attacks.
  Drawback: You take a –1 penalty on Diplomacy 
  checks with undead.
  Near-Death Experience
  The Ghost Hunter almost dies.  During that time, he 
  thinks he sees a tunnel, hears voices, or otherwise 
  witnesses apparitions.  He continues ghost hunting 
  to prove once and for all that there is (or isn’t) an 
  afterlife.
  Beneﬁt: You gain a +1 bonus to Fortitude saves.
  Drawback: You take a –1 penalty to Will saves.
  Nucking Futs
  The Ghost Hunter is just plain crazy!  He can’t get a 
  normal job because his paranoid theories about the 
  supernatural aren’t accepted at normal 9 to 5 jobs.
  Beneﬁt: You gain a +2 bonus on Intimidate checks.
  Drawback: You take a –1 penalty on Diplomacy 
  and Bluff checks.
  Recovered Addict
  The Ghost Hunter saw a lot of weird stuff when 
  he was high, drunk, or both.  He’s decided that 
  ghost hunting can’t be any worse—like the usual 
  hallucinations minus the hangover.
  Beneﬁt: You gain a +2 bonus on Knowledge 
  (streetwise) checks.
  Drawback: You take a –1 penalty to Will saves.
  Recruited
  The character was actively recruited by another Ghost 
  Hunter organization for his skills.
  Beneﬁt: You gain a +2 bonus on Profession (ghost 
  hunter) checks.
  Drawback: You suffer a –1 penalty to all other 
  Profession checks.
  Trauma
  The Ghost Hunter has suffered a traumatic event.  
  Maybe someone ran over his pet capybara, maybe 
  he lost his favorite copy of Blood and Brains: The 
  Zombie Hunter’s Guide.  Whatever the case, it’s 
  enough to put him on a path of supernatural inquiry 
  that will last a lifetime.
  Beneﬁt: You gain a +2 bonus on General 
  Information checks regarding undead.
  Drawback: You take a –1 penalty to Will saves.
  Victims
  “Victims” are everyone who is not a Ghost Hunter.  
  They’re the poor saps terriﬁed out of their wits by 
  hauntings, the fools who get eaten by the nasty 
  monster, and the clueless goobs that always go down 
  into the basement “to check it out.”  They never come 
  back.
  Victims don’t have to be NPCs.  Playing a victim 
  can be a lot of fun.  Why?  For some, role-playing a 
  normal person defeating the supernatural really makes 
  it special—it’s one thing to blast bolts of electricity 
  at a ghost, it’s entirely another to beat a ghost by 
  discovering its unﬁnished task or the one object it 
  fears the most. For a game that’s not about combat, 
  playing the victim can actually be fun.
  Groups
  Victims—us—tend to work in groups.  These groups 
  can vary considerably.  Try these on for size:
  Family: The victims are all related.  This is the 
  typical daddy, mommy, and children scenario.  
  Although the dad might at ﬁrst seem like the hero, it’s 
  often the mom who is left to protect her brood.  Not 
  all families have this mix however—families can be 
  broken up, have extended members (a creepy psychic 
  grandma is always a nice touch), or just be a parent 
  and child.  The one thing a family has is each other.  
  Whatever that means.
  Friends: No, not the show.  Actually, just like the 
  sitcom only with ghosts.  People get together all the 
  time, usually younger folks, to get drunk and stupid.  
  Stop looking at us like that, we know you do it too.  
  Because friends get drunk and stupid and have pre-
  marital sex, they’re perfect foils for ghosts.  And 
  serial killers.  And zombies.  (But that’s another book 
  entirely.)
  
  Blood and Spooks
  Page - 10
  Chapter One: Characters
  Coworkers: While we don’t expect a haunting 
  to happen in the middle of a business ofﬁce, there 
  are plenty of jobs that are creepy.  There are jobs 
  that involve digging hundreds of feet underground, 
  renovating old houses, cataloguing ancient artifacts, or 
  wading through sewer sludge.  These also happen to 
  be places where ghosts hang out.  Add coworkers, mix 
  to a ﬁne paste, and then watch the fun begin.
  Contestants: If this book was written 20 years ago 
  it might sound crazy, but these days there is more 
  than one reality show about messing with things 
  “Television Was Not Meant to Know.”  When there’s 
  money to be made, there’s nothing that television 
  won’t prod, poke, or aggravate. That includes ghosts. 
  Whether it’s a live reality show where contestants 
  compete to see who gets most freaked out, or an actual 
  competition (say, survive a night in a haunted house), 
  getting a bunch of strangers together has never been 
  so much fun.  Or proﬁtable.
  Creating Victims
  Victims are built using the six basic classes (Strong, 
  Fast, Tough, Smart, Dedicated, and Charismatic) and 
  have starting occupations, skills, and feats.  As they 
  gain levels, victims increase their skill points, base 
  attack bonus, saving throw modiﬁers, Defense bonus, 
  and Reputation bonus just as heroes do. However, 
  victims differ from heroes in several ways. 
  A victim has the standard starting ability score 
  package, random starting hit points, no action points, 
  no class features, and no levels in an advanced class
  Starting Ability Scores
  Victims do not roll their ability scores.  They start 
  with the standard score package: 15, 14, 13, 12, 10, 8.  
  The player can assign the scores as he or she sees ﬁt.  
  At 4th level and every four character levels thereafter 
  (8th, 12th, and so on), a victim adds 1 point to one 
  ability score—just as heroes do.
  Hit Points
  Unlike heroes, victims do not automatically receive 
  maximum hit points at 1st level.  The GM should roll 
  a victim’s starting hit points normally.
  Action Points
  Unlike heroes, victim characters do not receive 
  action points.  They do not gain action points as they 
  increase in level, either.
  Class Features
  Victim characters gain none of the Class Features 
  (talents or bonus feats) listed under each basic class.
  Advanced Classes
  Although victims can multiclass freely between 
  the six basic classes, they cannot take levels in any 
  advanced class.  Victims are limited to the six basic 
  classes.
  Children
  Children (newborns to age 11) are handled differently 
  from other characters. They do not have classes or 
  levels. They begin with the same ability score package 
  as victims (15, 14, 13, 12, 10, 8), but their ability 
  scores are reduced as follows: –3 Str, –1 Dex, –3 Con, 
  –1 Int, –1 Wis, –1 Cha.
  Children have 1d4 hit points plus their Constitution 
  modiﬁer (minimum 1 hit point). They have no skills, 
  feats, action points, or occupations. Their base attack 
  bonus is +0, they have a +0 modiﬁer on all saving 
  throws (plus any modiﬁers for high or low ability 
  scores), and their Reputation bonus is +0. Children 
  have a +0 modiﬁer to Defense and a normal speed of 
  20 feet. Children have no effective attacks and should 
  be treated as noncombatants.
  When a child turns 12, he is considered a young 
  adult and takes his ﬁrst level in one of the six basic 
  classes. At that point, the character qualiﬁes as a 
  victim (or hero, in some cases).
  Advanced Classes
  Ghost Hunters tend to take a different path than most 
  people, because they deal with the freaky and strange.  
  As such, Ghost Hunters end up specializing in stuff 
  nobody else ﬁnds useful.  But hey, if it makes money 
  for the ICECC, we say go for it.
  Arcanist 
  Arcanists read a lot.  Unfortunately, they are 
  usually reading long-dead languages, pouring over 
  ancient tomes, or digging up artifacts with strange 
  hieroglyphics on them.  All that exposure to the 
  TABLE 1-1: THE ARCANIST
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +1
  Arcane Skills, Spell Resistance
  +0
  +0
  2nd
  +1
  +0
  +0
  +2
  Arcane Research (scrolls)
  +1
  +0
  3rd
  +1
  +1
  +1
  +2
  Bonus Feat
  +1
  +1
  4th
  +2
  +1
  +1
  +2
  Arcane Sense
  +1
  +1
  5th
  +2
  +1
  +1
  +3
  Arcane Research (knowledge)
  +2
  +1
  6th
  +3
  +2
  +2
  +3
  Bonus Feat
  +2
  +2
  7th
  +3
  +2
  +2
  +4
  Arcane Research (items)
  +2
  +2
  8th
  +4
  +2
  +2
  +4
  Resist Supernatural
  +3
  +2
  9th
  +4
  +3
  +3
  +4
  Bonus Feat
  +3
  +3
  10th
  +5
  +3
  +3
  +5
  Banish
  +3
  +3
  
  Blood and Spooks
  Page - 11
  Chapter One: Characters
  fundamental principles of the supernatural and to 
  history helps make the Arcanist an important ally 
  against ghosts.  They’re real fun at parties too.
  Requirements
  To qualify to become an Arcanist, a character must 
  fulﬁll the following criteria.
  Skills: Decipher Script 6 ranks, Knowledge (arcane 
  lore) 6 ranks, Research 6 ranks.
  Feats: Educated, Studious.
  Class Information
  The following information pertains to 
  the Arcanist advanced class.
  Hit Die: 1d6.
  Action Points: 6 + ½ character level, 
  rounded down, every time the character 
  attains a new level in this class.
  Class Skills: The Arcanist’s class 
  skills (and the key ability for each 
  skill) are: Craft (visual arts, writing) 
  (Int), Decipher Script (Int), Drive 
  (Dex), Escape Artist (Dex), Forgery 
  (Int), Investigate (Int), Knowledge 
  (arcane lore, history, theology and 
  philosophy) (Int), Profession (Wis), 
  Read/Write Language (none), Research 
  (Int), Sleight of Hand (Dex), Speak 
  Language (none), Use Magic Device 
  (Cha).
  Skill Points at Each Level: 5 + 
  Intelligence modiﬁer.
  Class Features
  The following features pertain to the 
  Arcanist advanced class.
  Arcane Skills: An Arcanist has 
  access to the Concentration and Use 
  Magic Device skills.  These skills are 
  considered class skills for the Arcanist, 
  and he can use skill points to buy ranks 
  in them, just like other skills in the game.
  Spell Resistance: An Arcanist has spell resistance 
  equal to 5 + their Arcanist level.  This resistance never 
  interferes with the Arcanist’s own spells, and spell 
  resistance can be lowered voluntarily at any time.
  Arcane Sense: An Arcanist gains a +2 bonus on 
  Knowledge (arcane lore) and Spellcraft checks.
  Arcane Research (Scrolls): Starting at 2nd level, 
  an Arcanist can research spells and scribe scrolls.  
  Indeed, the only way for an Arcanist to cast an arcane 
  spell is by using a scroll.  The method and process 
  is unique to this class, and differs from the Mage’s 
  scribe scroll ability.  There is no purchase DC or XP 
  cost for the scrolls gained with each new level attained 
  in this class.
  Upon reaching 2nd level, and at each level thereafter, 
  an Arcanist uncovers spell scrolls through arcane 
  research and study.  The GM randomly selects the 
  spells contained on the scrolls, though the Arcanist 
  can make a Research check to select a certain number 
  of his own spells. The table below shows how many 
  scrolls of each spell level the Arcanist receives upon 
  gaining a new level, and how many of these can be 
  researched at each level. A failed Research check 
  indicates that the Arcanist instead discovers all 
  random spells.
  Level
  1
  2
  3
  4
  Research
  2nd
  3
  —
  —
  —
  1 (DC 20)
  3rd
  4
  —
  —
  —
  2 (DC 23)
  4th
  5
  2
  —
  —
  3 (DC 25)
  5th
  5
  3
  —
  —
  4 (DC 28)
  6th
  5
  4
  —
  —
  5 (DC 30)
  7th
  6
  5
  2
  —
  6 (DC 33)
  8th
  6
  5
  3
  —
  7 (DC 35)
  9th
  6
  5
  4
  —
  8 (DC 38)
  10th
  7
  6
  5
  2
  9 (DC 40)
  Therefore, at 2nd level, the Arcanist gains three 
  1st-level arcane spell scrolls.  One of these spells can 
  be selected by the Arcanist if he makes a successful 
  Research check (DC 20); the other two spells are 
  selected randomly.  These are all the spell scrolls the 
  Arcanist has until reaching 3rd level.  Once a spell is 
  used, it disappears from the scroll that contained it.  
  The Arcanist may ﬁnd other scrolls in the course of 
  his adventures.
  The Arcanist uses the Use Magic Device arcane 
  skill to cast a spell from a scroll (see above).
  
  Blood and Spooks
  Page - 12
  Chapter One: Characters
  Arcane Research (Knowledge): An Arcanist may 
  make a special arcane research check with a bonus 
  equal to his Arcanist level + his Intelligence modiﬁer 
  to see whether he knows some relevant information 
  about extraplanar beings, legendary items, or magical 
  places.  (If the Arcanist has 5 or more ranks in 
  Knowledge (arcane lore), he gains a +2 bonus on this 
  check.)  A successful arcane research check will not 
  reveal the powers of a magic item but may give a 
  hint as to its general function.  An Arcanist may not 
  take 10 or 20 on this check; this sort of knowledge is 
  essentially random. 
  DC Type of Knowledge
  10 Common, known by at least a substantial minority; 
  common legends of the local population.
  20 
  Uncommon but available; legends known by only a 
  few people.
  25 
  Obscure, known by few; hard to come by.
  30 
  Extremely obscure, known by very few, possibly 
  forgotten by most who once knew it, possibly known 
  only by those who don’t understand the signiﬁcance 
  of the knowledge.
  Bonus Feats: At 3rd, 6th, and 9th level, the Arcanist 
  gets a bonus feat.  The bonus feat must be selected 
  from the following list, and the Arcanist must meet all 
  the prerequisites of the feat to select it.
  Alertness, Archaic Weapons Proﬁciency, Attentive, 
  Conﬁdent, Defensive Martial Arts, Empower Spell, 
  Enlarge Spell, Eschew Materials, Extend Spell, 
  Focused, Frightful Presence, Heighten Spell, Iron 
  Will, Nonlethal Spell, Personal Firearms Proﬁciency, 
  Point Blank Shot, Reach Spell, Silent Spell, Still 
  Spell.
  Arcane Research (Items): Starting at 7th level, 
  an Arcanist can perform research to ﬁnd magic 
  items.  The method and process is unique to the 
  Arcanist.  There is no purchase DC or XP cost for the 
  magic items gained with each new level attained in 
  this class.
  Upon reaching 7th level, and at each level thereafter, 
  an Arcanist uncovers one magic item through arcane 
  research and study.  The GM randomly selects the 
  item, though the Arcanist can make a Research check 
  (DC 25) to specify the type of item gained.  The item 
  must be a wondrous item, a wand, a magic weapon, 
  or a set of magic armor.  The Arcanist uses the Use 
  Magic Device arcane skill to use a magic item (see 
  above).
  Resist Undead: An Arcanist gains a +4 bonus 
  on saving throws against the spell-like abilities of 
  undead.
  Banish: At 10th level, an Arcanist comes into full 
  power.  By spending 1 action point and an attack 
  action, the Arcanist can utter a word of power that 
  forces a ghost to return to the Ethereal.  The Ghost 
  gets a Will save (DC 10 + Arcanist’s level + Arcanist’s 
  Charisma modiﬁer), adding a bonus equal to its HD 
  to the save. If the save succeeds, the Ghost doesn’t 
  disappear but is instead stunned for 1d4+1 rounds.
  Clairvoyant
  Clairvoyants see dead people.  They also see a lot of 
  other stuff that they don’t want to see.  Like moths to 
  a ﬂame, ghosts are attracted to Clairvoyants, who have 
  a beacon-like presence in the Border Ethereal.  This 
  tends to make Clairvoyants a bit jittery.
  That said, some Clairvoyants embrace their gifts 
  and sell their talents out on psychic hotlines or on a 
  freelance basis.  Hey, a psychic’s gotta make a living 
  somehow, right? 
  Requirements
  To qualify to become a Clairvoyant, a character must 
  fulﬁll the following criteria.
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks.
  Feat: Wild Talent.
  Class Information
  The following information pertains to the Clairvoyant 
  advanced class.
  Hit Die: 1d6.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The Clairvoyant’s class skills (and the 
  key ability for each skill) are: Autohypnosis (Wis), 
  Bluff (Cha), Concentration (Con), Diplomacy (Cha), 
  Gather Information (Cha), Knowledge (behavioral 
  sciences, current events, popular culture, philosophy 
  and theology) (Int), Profession (Wis), Psicraft (Int), 
  Read/Write Language (none), Sense Motive (Wis), 
  Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 5 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Clairvoyant 
  advanced class.
  Psionic Skills: A Clairvoyant has access to 
  Concentration, Autohypnosis, and Psicraft skills.  
  These skills are considered class skills for the 
  Clairvoyant, and he can use his skill points to buy 
  ranks in them, just like other skills in the game.
  Psionic Powers: The Clairvoyant’s main strength is 
  the ability to manifest psionic powers.
  A psionic power is a one-time psionic effect.  
  Psionic powers require power points to use.  Unlike 
  arcane spellcasters, Clairvoyants don’t have 
  spellbooks and they don’t prepare powers in advance.  
  In addition, a Clairvoyant can use psionics while 
  wearing armor without risk of failure.
  A Clairvoyant’s level limits the number of power 
  points available for manifesting powers.  In addition, 
  a Clairvoyant must have a key ability score equal to 
  at least 10 + the power’s level to manifest a particular 
  power.
  
  Blood and Spooks
  Page - 13
  Chapter One: Characters
  The Clairvoyant’s selection of powers is extremely 
  limited, although he enjoys ultimate ﬂexibility.  At 1st 
  level, a Clairvoyant knows three 0-level powers of 
  his choice and one 1st-level power.  At each level, the 
  Clairvoyant discovers one or more previously latent 
  powers, as indicated on the table below.
  The DC for saving throws to resist a psionic power 
  is 10 + the power’s level + the Clairvoyant’s key 
  ability modiﬁer.
  Clairvoyant 
  Level
  Pts/Day
  Powers Discovered by LeveL
  0
  1
  2
  3
  4
  5
  1st
  2
  3
  1
  —
  —
  —
  —
  2nd
  3
  3
  2
  —
  —
  —
  —
  3rd
  4
  3
  3
  —
  —
  —
  —
  4th
  7
  4
  3
  1
  —
  —
  —
  5th
  10
  4
  3
  2
  —
  —
  —
  6th
  15
  4
  3
  2
  1
  —
  —
  7th
  20
  5
  4
  3
  2
  —
  —
  8th
  27
  5
  4
  3
  2
  1
  —
  9th
  34
  5
  4
  3
  3
  2
  —
  10th
  43
  6
  4
  3
  3
  2
  1
  A Clairvoyant can manifest a certain number of 
  powers per day based on his available power points. 
  (0-level powers have a special cost.)  The Clairvoyant 
  just pays the power point cost of a power to manifest 
  it, no preparation necessary.  The base number of 
  power points available per day is shown on the table 
  above.  This number is improved by bonus points 
  determined by the Clairvoyant’s Charisma score, as 
  shown on the table below.
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  0 Level (Talents): daze, detect poison, detect 
  psionics, inkling, know direction, missive.
  1st Level: combat precognition, destiny dissonance, 
  identify, know location, object reading, sense link.
  2nd Level: augury, clairaudience/clairvoyance, 
  detect hostile intent, forced sense link, identify, object 
  reading, sensitivity to psychic impressions
  3rd Level: danger sense, remote viewing, ubiquitous 
  vision, undead sense
  4th Level: anchored navigation, aura sight, detect 
  remove viewing, divination
  5th Level: power resistance, second chance, sense 
  psionics, true seeing
  Trigger Power: At 2nd, 5th, and 8th level, the 
  Clairvoyant chooses one psionic power that he can 
  attempt to manifest for no power point cost.
  At each of these levels, a Clairvoyant selects one 
  0-, 1st-, 2nd-, or 3rd-level power the he can use.  From 
  that point on, the character can attempt to trigger that 
  power without paying its cost.  To trigger a power, a 
  Clairvoyant must have enough power points to cover 
  the normal cost of the power manifestation.  Then, he 
  makes an ability check appropriate to the power.
  If the character succeeds at the ability check, the 
  power manifests with no cost in power points.  If the 
  check fails, the Clairvoyant must pay the power point 
  cost and the power manifests.
  DCs for the ability check depend on the level of the 
  power: 0 level, DC 11; 1st level, DC 13; 2nd level, DC 
  15; and 3rd level, DC 17.
  Bonus Feats: At 3rd, 6th, and 9th level, the 
  Clairvoyant gets a bonus feat.  The bonus feat must be 
  selected from the following list, and the Clairvoyant 
  must meet all the prerequisites of the feat to select it.
  Alertness, Animal Afﬁnity, Attentive, Blind-
  Fight, Conﬁdent, Creative, Deceptive, Delay Power, 
  Educated, Enlarge Power, Extend Power, Focused, 
  Frightful Presence, Heighten Power, Hide Power, Iron 
  Will, Persistent Power, Psionic Skills, Quicken Power, 
  Renown, Studious, Twin Power.
  Clairvoyant Sense: The Clairvoyant gains a +1 
  bonus per Clairvoyant level on Sense Motive and Spot 
  checks.
  Sight Beyond Sight: The Clairvoyant can pierce 
  through illusions, thanks to his ﬁnely tuned senses.  
  He gains a +4 bonus on Will saving throws against 
  illusions.
  Maximize Power: At 10th level, a Clairvoyant 
  learns to manifest psionic powers to maximum effect.  
  All variable, numeric effects of a maximized power 
  automatically achieve their maximum values.  A 
  maximized power deals the most possible points of 
  damage, affects the maximum number of targets, and 
  so forth, as appropriate.  Saving throws and opposed 
  checks are not affected. Powers without random 
  variables are not affected.  A maximized power costs a 
  number of power points equal to its normal cost +6.
  TABLE 1-2: THE CLAIRVOYANT
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic Skills, Psionic Powers
  +0
  +1
  2nd
  +1
  +0
  +0
  +3
  Trigger Power, Psionic Powers
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  Bonus Feat, Psionic Powers
  +1
  +1
  4th
  +2
  +1
  +1
  +4
  Clairvoyant Sense, Psionic Powers
  +1
  +2
  5th
  +2
  +1
  +1
  +4
  Trigger Power, Psionic Powers
  +2
  +2
  6th
  +3
  +2
  +2
  +5
  Bonus Feat, Psionic Powers
  +2
  +2
  7th
  +3
  +2
  +2
  +5
  Sight Beyond Sight, Psionic Powers
  +2
  +3
  8th
  +4
  +2
  +2
  +6
  Trigger Power, Psionic Powers
  +3
  +3
  9th
  +4
  +3
  +3
  +6
  Bonus Feat, Psionic Powers
  +3
  +3
  10th
  +5
  +3
  +3
  +7
  Maximize Power, Psionic Powers
  +3
  +4
  
  Blood and Spooks
  Page - 14
  Chapter One: Characters
  Exorcist
  Most people spend their time running away from a 
  ghost.  Exorcists seek them out.
  Exorcists have sometimes been called Medieval 
  Ghost Hunters, and the moniker ﬁts.  Exorcists 
  use good old-fashioned divine magic to ﬁght the 
  supernatural.  They tend to come from faiths all over 
  the world—there are African ghost eaters, Buddhist 
  monks, Christian priests, and Wiccans.  Although they 
  may not all see eye-to-eye with each other’s practices, 
  all Exorcists are united in their desire to rid the world 
  of evil supernatural forces.
  Requirements
  To qualify to become an Exorcist, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +2.
  Skills: Knowledge (theology and philosophy) 6 
  ranks, Listen 6 ranks, Sense Motive 6 ranks.
  Holy Symbol: When the character declares his 
  allegiance, he must designate one of his personal 
  possessions as a symbol of  dedication to that 
  allegiance.  This possession can be either an actual 
  religious object or some other 
  item of personal signiﬁcance.  
  This object is referred to as the 
  Exorcist’s holy symbol.  It is 
  typically of Tiny or Diminutive 
  size so that it can be easily held and 
  manipulated in one hand, and its 
  weight is negligible so that it does 
  not affect the Exorcist’s carrying 
  capacity.
  An Exorcist needs a holy symbol in 
  order to cast certain divine spells.  It is 
  also necessary for the Exorcist to be able to 
  turn undead (see below).
  Class Information
  The following information pertains to the 
  Exorcist advanced class.
  Hit Die: 1d8.
  Action Points: 6 + ½ character level, 
  rounded down, every time the character 
  attains a new level in this class.
  Class Skills: The Exorcist’s class 
  skills (and the key ability for each skill) 
  are: Concentration (Con), Craft (structural, 
  visual arts, writing) (Int), Diplomacy (Cha), 
  Knowledge (behavioral sciences, earth 
  and life sciences, theology and 
  philosophy) (Int), Listen (Wis), 
  Profession (Wis), Read/Write 
  Language (none), Sense Motive, Speak Language 
  (none), Spellcraft (Int), Treat Injury (Wis).
  Skill Points at Each Level: 5 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Exorcist 
  advanced class.
  Divine Skills: An Exorcist has access to 
  Concentration and Spellcraft skills.  These skills are 
  considered class skills for the Exorcist, and he can use 
  his skill points to buy ranks in them, just like other 
  skills in the game.
  Divine Spells: The Exorcist’s key characteristic is 
  the ability to cast divine spells. 
  The Exorcist is limited to a certain number of spells 
  at each spell level per day, according to his Exorcist 
  class level. In addition, the Exorcist receives bonus 
  spells based on his Wisdom score. Determine the 
  Exorcist’s total number of spells per day by consulting 
  the two tables below.
  Exorcist 
  Level
  Spells per Day by Spell Level
  0
  1
  2
  3
  4
  5
  1st
  3
  2
  —
  —
  —
  —
  2nd
  4
  3
  —
  —
  —
  —
  3rd
  4
  3
  2
  —
  —
  —
  4th
  5
  4
  3
  —
  —
  —
  5th
  5
  4
  3
  2
  —
  —
  6th
  5
  4
  4
  3
  —
  —
  7th
  6
  5
  4
  3
  2
  —
  8th
  6
  5
  4
  4
  3
  —
  9th
  6
  5
  5
  4
  3
  2
  10th
  6
  5
  5
  4
  4
  3
  Bonus Spells by Spell Level
  Wis Score
  0
  1
  2
  3
  4
  5
  12–13
  —
  1
  —
  —
  —
  —
  14–15
  —
  1
  1
  —
  —
  —
  16–17
  —
  1
  1
  1
  —
  —
  18–19
  —
  1
  1
  1
  1
  —
  20–21
  —
  2
  1
  1
  1
  1
  22–23
  —
  2
  2
  1
  1
  1
  
  Blood and Spooks
  Page - 15
  Chapter One: Characters
  The Exorcist meditates or prays for spells, receiving 
  them through strength of faith or as divine inspiration.  
  The Exorcist must spend 1 hour each day in quiet 
  contemplation or supplication to regain his daily 
  allotment of spells.  Time spent resting has no effect 
  on the Exorcist’s spell preparation.  To learn, prepare, 
  or cast a spell, an Exorcist must have a Wisdom score 
  of at least 10 + the spell’s level.
  An Exorcist can prepare a lower-level spell in 
  place of a higher-level one if desired.  An Exorcist 
  may prepare and cast any spell on the divine spell 
  list, provided he can cast spells of that level.  The 
  Difﬁculty Class of a saving throw to resist the effects 
  of an Exorcist’s spell is 10 + the spell’s level + the 
  Exorcist’s Wisdom modiﬁer.
  Turn Undead: Starting at 2nd level, an Exorcist 
  gains the supernatural ability to affect undead 
  creatures, such as zombies, skeletons, ghosts, and 
  vampires.  A character of the good allegiance can turn 
  undead, driving them away or perhaps destroying 
  them. 
  How Turning Works: An Exorcist can turn undead 
  (or other types of creatures at higher level) as an 
  attack action.  Doing so does not provoke an attack 
  of opportunity.  An Exorcist must present his holy 
  symbol to make a turning attempt, holding it in one 
  hand in such a way that it is visible to the creatures he 
  wants to affect.
  Times per Day: An Exorcist may attempt to turn 
  a number of times per day equal to 3 + his Charisma 
  modiﬁer.
  Range: The Exorcist turns the closest turnable 
  creature ﬁrst.  Creatures that are more than 60 feet 
  away or that have total cover can not be turned.
  Turning Check: First, roll a turning check to 
  determine how powerful a creature the character can 
  turn.  This is a Charisma check (1d20 + Charisma 
  modiﬁer). The table below shows the HD of the most 
  powerful creature the character can affect, relative to 
  his Exorcist level. With a given turning attempt, an 
  Exorcist can’t turn any creature whose HD exceeds 
  the result of his turning check.
  Turning Check Result
  Most Powerful Creature Affected 
  (Max HD)
  0 or lower
  Exorcist Level –4
  1–3
  Exorcist Level –3
  4–6
  Exorcist Level –2
  7–9
  Exorcist Level –1
  10–12
  Exorcist Level
  13–15
  Exorcist Level +1
  16–18
  Exorcist Level +2
  19–21
  Exorcist Level +3
  22 or higher
  Exorcist Level +4
  Turning Damage: If the turning check result is 
  high enough to turn at least some of the undead (or 
  other appropriate) creatures within 60 feet, roll 2d6 
  and add the Exorcist level and Charisma modiﬁer to 
  the result to determine turning damage.  That’s how 
  many total HD of undead (or other) creatures the 
  character can turn on this attempt.
  An Exorcist may skip over already turned creatures 
  that are still within range to prevent wasting his 
  turning capacity on them.
  Effect and Duration of Turning: Turned creatures 
  ﬂee from the Exorcist by the best and fastest means 
  available to them.  A turned creature ﬂees for 10 
  rounds (1 minute).  If it can’t ﬂee, it cowers (can take 
  no actions, –2 penalty to Defense).
  If the Exorcist moves to within 10 feet of a 
  cowering turned creature, it overcomes the turning 
  and can act normally.  (The Exorcist can be standing 
  within 10 feet of the creature without breaking the 
  turning effect; he just can’t approach any closer.)  The 
  Exorcist can attack a turned and cowering creature 
  with ranged attacks from more than 10 feet away, and 
  others can attack in any fashion without breaking the 
  turning effect.
  Destroying Undead: If the Exorcist has twice as 
  many Exorcist levels (or more) as the undead has HD, 
  he destroys that creature.
  Bonus Feats: At 3rd, 6th, and 9th level, the Exorcist 
  gets a bonus feat.  The bonus feat must be selected 
  from the following list, and the Exorcist must meet all 
  the prerequisites of the feat to select it.
  Animal Afﬁnity, Archaic Weapons Proﬁciency, 
  Armor Proﬁciency (light), Attentive, Combat 
  Expertise, Educated, Frightful Presence, Iron Will, 
  Medical Expert, Studious, Trustworthy.
  Spontaneous Casting: An Exorcist of 4th level or 
  higher can channel stored energy into spells he has 
  not prepared ahead of time.  The Exorcist “loses” a 
  prepared spell to cast another spell of the same level 
  or lower.
  Combat Casting: At 5th level, the Exorcist becomes 
  adept at casting spells during combat.  He receives a 
  TABLE 1-3: THE EXORCIST
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +2
  Divine Skills, Divine Spells
  +1
  +2
  2nd
  +1
  +3
  +0
  +3
  Turn Undead, Divine Spells
  +1
  +2
  3rd
  +2
  +3
  +1
  +3
  Bonus Feat, Divine Spells
  +2
  +2
  4th
  +3
  +4
  +1
  +4
  Spontaneous Cast, Divine Spells
  +2
  +3
  5th
  +3
  +4
  +1
  +4
  Combat Casting, Divine Spells
  +3
  +3
  6th
  +4
  +5
  +2
  +5
  Bonus Feat, Divine Spells
  +3
  +3
  7th
  +5
  +5
  +2
  +5
  Turn Magical Beast, Divine Spells
  +4
  +4
  8th
  +6
  +6
  +2
  +6
  Turn Outsider, Divine Spells
  +4
  +4
  9th
  +6
  +6
  +3
  +6
  Bonus Feat, Divine Spells
  +5
  +4
  10th
  +7
  +7
  +3
  +7
  Maximize Spell, Divine Spells
  +5
  +5
  
  Blood and Spooks
  Page - 16
  Chapter One: Characters
  +4 bonus on Concentration checks made to cast a spell 
  while on the defensive.
  Turn Magical Beast: At 7th level, the Exorcist gains 
  the supernatural ability to affect magical beasts.  This 
  ability works just like turning undead, except the 
  creature type is magical beast.  Magical beasts, unlike 
  undead creatures, can’t be destroyed or commanded.  
  All other rules pertaining to turning apply.  The 
  number of times per day the Exorcist can make a 
  turning attempt (3 + Cha modiﬁer) does not increase.
  Turn Outsider: At 8th level, the Exorcist gains the 
  supernatural ability to affect outsiders.  This ability 
  works just like turning undead and magical beasts, 
  except the creature type is outsider.  Outsiders, unlike 
  undead creatures, can’t be destroyed or commanded.  
  All other rules pertaining to turning apply.  The 
  number of times per day the Exorcist can make a 
  turning attempt (3 + Cha modiﬁer) does not increase.
  Maximize Spell: At 10th level, an Exorcist learns 
  to cast some spells to maximum effect. All variable, 
  numeric effects of a maximized spell automatically 
  achieve their maximum values.  A maximized spell 
  deals the most possible points of damage, affects 
  the maximum number of targets, and so forth, as 
  appropriate.  Saving throws and opposed checks are 
  not affected.  Spells without random variables are not 
  affected.  When a maximized spell is prepared, it is 
  treated as a spell of 3 levels higher than the spell’s 
  actual level.
  Geomancer 
  Geomancy is an art, harkening back to ancient 
  Chinese history.  It has since become a legitimate 
  profession and science in many parts of the world.  
  Architects planning homes or construction companies 
  building parks regularly consult Geomancers. 
  When it comes to ghosts, Geomancers sometimes 
  downplay their ability to drive them off in order to be 
  considered a serious profession.  However, cleansing 
  an area of supernatural entities is an important part of 
  geomancy.
  Requirements
  To qualify to become a Geomancer, a character must 
  fulﬁll the following criteria.
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks.
  Feat: Wild Talent.
  Class Information
  The following information pertains to the Geomancer 
  advanced class.
  Hit Die: 1d6.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The Geomancer’s class skills (and the 
  key ability for each skill) are: Autohypnosis (Wis), 
  Bluff (Cha), Concentration (Con), Diplomacy (Cha), 
  Gather Information (Cha), Knowledge (behavioral 
  sciences, current events, popular culture, philosophy 
  and theology) (Int), Profession (Wis), Psicraft (Int), 
  Read/Write Language (none), Sense Motive (Wis), 
  Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 5 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Geomancer 
  advanced class.
  Psionic Skills: A Geomancer has access to 
  Concentration, Autohypnosis, and Psicraft skills.  
  These skills are considered class skills for the 
  Geomancer, and he can use his skill points to buy 
  ranks in them, just like other skills in the game.
  Psionic Powers: The Geomancer’s main strength is 
  his ability to manifest psionic powers.
  A psionic power is a one-time psionic effect.  
  Psionic powers require power points to use. 
  Unlike arcane spellcasters, Geomancers don’t have 
  spellbooks and they don’t prepare powers ahead 
  of time. In addition, a Geomancer can use psionics 
  while wearing armor without risking the failure of the 
  power.
  A Geomancer’s level limits the number of power 
  points available for manifesting powers.  In addition, 
  a Geomancer must have a key ability score equal to 
  at least 10 + the power’s level to manifest a particular 
  power.
  The Geomancer’s selection of powers is extremely 
  limited, although he enjoys ultimate ﬂexibility.  At 1st 
  level, a Geomancer knows three 0-level powers and 
  one 1st-level power. At each level, the Geomancer 
  discovers one or more previously latent powers, as 
  TABLE 1-4: THE GEOMANCER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic Skills, Psionic Powers
  +0
  +1
  2nd
  +1
  +0
  +0
  +3
  Trigger Power, Psionic Powers
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  Bonus Feat, Psionic Powers
  +1
  +1
  4th
  +2
  +1
  +1
  +4
  Geometry, Psionic Powers
  +1
  +2
  5th
  +2
  +1
  +1
  +4
  Trigger Power, Psionic Powers
  +2
  +2
  6th
  +3
  +2
  +2
  +5
  Bonus Feat, Psionic Powers
  +2
  +2
  7th
  +3
  +2
  +2
  +5
  Soul Anchor, Psionic Powers
  +2
  +3
  8th
  +4
  +2
  +2
  +6
  Trigger Power, Psionic Powers
  +3
  +3
  9th
  +4
  +3
  +3
  +6
  Bonus Feat, Psionic Powers
  +3
  +3
  10th
  +5
  +3
  +3
  +7
  Maximize Power, Psionic Powers
  +3
  +4
  
  Blood and Spooks
  Page - 17
  Chapter One: Characters
  indicated on the table below.
  The DC for saving throws to resist a psionic power 
  is 10 + the power’s level + the Geomancer’s key 
  ability modiﬁer.
  Geomancer 
  Level
  Pts/
  Day
  Powers Discovered by Level
  0
  1
  2
  3
  4
  5
  1st
  2
  3
  1
  —
  —
  —
  —
  2nd
  3
  3
  2
  —
  —
  —
  —
  3rd
  4
  3
  3
  —
  —
  —
  —
  4th
  7
  4
  3
  1
  —
  —
  —
  5th
  10
  4
  3
  2
  —
  —
  —
  6th
  15
  4
  3
  2
  1
  —
  —
  7th
  20
  5
  4
  3
  2
  —
  —
  8th
  27
  5
  4
  3
  2
  1
  —
  9th
  34
  5
  4
  3
  3
  2
  —
  10th
  43
  6
  4
  3
  3
  2
  1
  A Geomancer can manifest a certain number of 
  powers per day based on his available power points. 
  (0-level powers have a special cost; see FX Basics.)  
  He just pays the power point cost of a power to 
  manifest it, no preparation necessary.  The base 
  number of power points available per day is shown on 
  the table above.  This number is improved by bonus 
  points determined by the Geomancer’s Charisma 
  score, as shown on the table below.
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  0 Level (Talents): burst, detect chi, detect poison, 
  far hand, know direction, lesser natural armor.
  1st Level: deceleration, control object, detect 
  teleportation, know location, object reading.
  2nd Level: chi web, ghost trap, lesser negative chi 
  spiral, lesser positive chi spiral, sensitivity to psychic 
  impressions.
  3rd Level: chi barrier, dimension slide, invisibility 
  purge, undead sense.
  4th Level: anchored navigation, greater negative chi 
  spiral, greater positive chi spiral, wall of chi.
  5th Level: chi absorption, chi cage, chi deﬂection, 
  chi knot, divert chi, power resistance, sense psionics, 
  true seeing.
  Trigger Power: At 2nd, 5th, and 8th level, the 
  Geomancer chooses one psionic power that he can 
  attempt to manifest for no power point cost.
  At each of these levels, a Geomancer selects one 
  0-, 1st-, 2nd-, or 3rd-level power he can use.  From that 
  point on, the character can attempt to trigger that 
  power without paying its cost.  To trigger a power, he 
  must have enough power points to cover the normal 
  cost of the power manifestation.  Then, he makes an 
  ability check appropriate to the power.
  If the ability check succeeds, the power manifests 
  with no cost in power points.  If the check fails, the 
  Geomancer pays the power point cost and the power 
  manifests.
  DCs for the ability check depend on the level of the 
  power: 0 level, DC 11; 1st level, DC 13; 2nd level, DC 
  15; and 3rd level, DC 17.
  Bonus Feats: At 3rd, 6th, and 9th level, the 
  Geomancer gets a bonus feat.  The bonus feat must be 
  selected from the following list, and the Geomancer 
  must meet all the prerequisites of the feat to select it.
  Alertness, Animal Afﬁnity, Attentive, Blind-
  Fight, Conﬁdent, Creative, Deceptive, Delay Power, 
  Educated, Enlarge Power, Extend Power, Focused, 
  Frightful Presence, Heighten Power, Hide Power, Iron 
  Will, Persistent Power, Psionic Skills, Quicken Power, 
  Renown, Studious, Twin Power.
  Geometry: The Geomancer gains a +1 bonus per 
  Geomancer level on Craft (structural) and Navigate 
  checks.
  Soul Anchor: The Geomancer is able to stabilize 
  himself in this reality.  He gains a +4 bonus on saving 
  throws against conjuration spells.
  Maximize Power: At 10th level, a Geomancer 
  learns to manifest psionic powers to maximum effect. 
  All variable, numeric effects of a maximized power 
  automatically achieve their maximum values.  A 
  maximized power deals the most possible points of 
  damage, affects the maximum number of targets, and 
  so forth, as appropriate.  Saving throws and opposed 
  checks are not affected.  Powers without random 
  variables are not affected.  A maximized power costs a 
  number of power points equal to its normal cost +6.
  Ghost Hunter 
  It’s rare that Ghost Hunters take this advanced 
  class.  Most are satisﬁed in pursuing more lucrative 
  activities (talk show hosts, paranormal paraphernalia 
  shopkeepers, parapsychology instructors, etc.).
  This class is for those rare few who are extremely 
  dedicated to ghost hunting.  Ghost Hunters hunt and 
  investigate better, and are insanely fearless in the face 
  of danger.  Since they spend all their time hunting 
  ghosts, they are also dirt poor. And a little weird (even 
  by Ghost Hunter standards!).
  Requirements
  To qualify to become a Ghost Hunter, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +3.
  Skill: Knowledge (arcane lore) 3 ranks.
  Feat: Exotic Weapon Proﬁciency (electron pack).
  Class Information
  The following information pertains to the Geomancer 
  advanced class.
  Hit Die: 1d8.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The Ghost Hunter’s class skills (and 
  the key ability for each skill) are: Craft (electronic, 
  mechanical), Drive (Dex), Intimidate (Cha), 
  
  Blood and Spooks
  Page - 18
  Chapter One: Characters
  Investigate (Wis), Jump (Str), Knowledge (arcane 
  lore, behavioral sciences, earth and life sciences, 
  physical sciences, popular culture, technology) 
  (Int), Listen (Wis), Navigate (Int), Profession (Wis), 
  Research, Spot (Wis), Survival (Wis).
  Skill Points at Each Level: 5 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Ghost Hunter 
  advanced class.
  Weapon Focus: A Ghost Hunter gains the Weapon 
  Focus class feature, providing the beneﬁt of the feat 
  with the same name to electron packs.  The Ghost 
  Hunter adds +1 to all attack rolls made using the 
  selected weapon.
  Weapon Specialization: A Ghost Hunter gains 
  weapon specialization with an electron pack.  The 
  Ghost Hunter gets a +2 bonus on damage rolls with an 
  electron pack.
  Improved Container Setting: The Ghost Hunter 
  no longer provokes an attack of opportunity when 
  using a ghost container.
  EMF Reading: The Ghost Hunters gains a +1 
  competence bonus per class level to Computer Use 
  checks for the purpose of reading an EMF detector.
  Occult Knowledge: A Ghost Hunter gains a +1 
  competence bonus per character level on Research and 
  Knowledge (arcane lore) checks.
  Pseudo-Scientiﬁc Improvisation: A Ghost Hunter 
  gains the ability to improvise solutions using his 
  electron pack and scientiﬁc know-how.  In a dramatic 
  situation, the Ghost Hunter can create objects of a 
  limited duration quickly and cheaply.
  By spending 1 action point and combining his 
  electron pack and common objects with a Craft check 
  that corresponds to the function desired, the Ghost 
  Hunter can build a tool or device to deal with any 
  situation.  The DC for the Craft check is equal to 5 
  + the purchase DC of the object that most closely 
  matches the desired function. Only objects that can 
  normally be used more than once can be improvised. 
  Electronic devices, special tools, weapons, 
  mechanical devices, and more can be built with 
  scientiﬁc improvisation.  It takes a full-round action 
  to make an object with scientiﬁc improvisation.  The 
  object, when put into use, lasts for a number of rounds 
  equal to the Ghost Hunter’s class level, or until the 
  end of the current encounter, before it breaks down.  It 
  can’t be repaired.
  Proﬁle Ghost: By making a Gather Information 
  check (DC 15) when talking to witnesses of a 
  haunting, the Ghost Hunter compiles a rough mental 
  picture of the ghost.  This mental picture provides 
  a physical description, including distinguishing 
  markings and visible mannerisms.  Success makes the 
  proﬁle accurate, at least concerning a particular ghost 
  as seen by witnesses.  (For this Gather Information 
  check, no money changes hands.)
  The Ghost Hunter can expand the proﬁle by making 
  an Investigate check (DC 15) involving the scene of 
  the haunting or other evidence linked to the suspect.  
  If successful, the Ghost Hunter combines eyewitness 
  accounts with etherplasmic evidence to develop 
  a proﬁle of the ghost’s method of operation.  This 
  provides a +2 circumstance bonus on any skill checks 
  made to uncover additional evidence or otherwise 
  locate and capture the ghost.
  Extreme Machine: If it has mechanical or 
  electronic components, a Ghost Hunter can get 
  maximum performance out of it. By spending 1 
  action point and making either a Craft (electronic) or 
  Craft (mechanical) check (whichever is appropriate 
  for the machine in question), the Ghost Hunter can 
  temporarily improve a machine’s performance—at 
  the risk of causing the machine to need repairs later. 
  The DC for the Craft check depends on the type of 
  improvement being made, as shown on the table 
  below.
  Improvement
  Craft DC Repair Chance (d%)
  Ranged Weapons
  +1 to damage
  15
  01–25
  +2 to damage
  20
  01–50
  +3 to damage
  25
  01–75
  +5 ft. to range increment
  15
  01–25
  +10 ft. to range increment
  25
  01–50
  Electronic Devices
  +1 equipment bonus
  15
  01–25
  +2 equipment bonus
  20
  01–50
  +3 equipment bonus
  25
  01–75
  Vehicles
  +1 on initiative checks
  20
  01–25
  +1 to maneuver
  25
  01–50
  +2 to maneuver
  30
  01–75
  TABLE 1-5: THE GHOST HUNTER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +1
  +1
  Ghost Hunting
  +1
  +0
  2nd
  +1
  +0
  +2
  +2
  Weapon Focus 
  +1
  +0
  3rd
  +2
  +1
  +2
  +2
  Improved Container Setting 
  +2
  +0
  4th
  +3
  +1
  +2
  +2
  Proﬁle Ghost 
  +2
  +0
  5th
  +3
  +1
  +3
  +3
  EMF Reading 
  +3
  +1
  6th
  +4
  +2
  +3
  +3
  Weapon Specialization
  +3
  +1
  7th
  +5
  +2
  +4
  +4
  Occult Knowledge
  +4
  +1
  8th
  +6
  +2
  +4
  +4
  Pseudo-Scientiﬁc Improvisation
  +4
  +1
  9th
  +6
  +3
  +4
  +4
  Extreme Machine
  +5
  +2
  10th
  +7
  +3
  +5
  +5
  Ain’t Afraid of No Ghost
  +5
  +2
  
  Blood and Spooks
  Page - 19
  Chapter One: Characters
  The Ghost Hunter performs the extreme 
  modiﬁcations in 1 hour. The Ghost Hunter can’t 
  take 10 or 20 on this check.  If the check succeeds, 
  the effect of the improvement lasts for a number 
  of minutes equal to his Ghost Hunter class level, 
  beginning when the object is ﬁrst put into use.  The 
  Ghost Hunter selects the single improvement he wants 
  to make prior to making the check.  After the duration 
  of the effect ends, the machine reverts to its previous 
  state and a repair chance percentile roll is made.  
  The result of this roll indicates whether the machine 
  requires repairs before it can be used again.
  Ghost hunting: A Ghost Hunter gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against non-corporeal 
  undead.  Likewise, he gets a +2 bonus on weapon 
  damage rolls against non-corporeal undead.  At 5th  
  and 10th level, the bonus against any non-corporeal 
  undead increases by 2.
  Ain’t Afraid of No Ghost: A Ghost Hunter is 
  immune to fear (magical or otherwise).  Each ally 
  within 10 feet of the Ghost Hunter gains a +4 morale 
  bonus on saving throws against fear effects.  This 
  ability functions while the Ghost Hunter is conscious 
  (not if he is unconscious or dead).
  Medium 
  Mediums, like Clairvoyants, trafﬁc with the dead.  
  Unlike Clairvoyants, Mediums actively welcome 
  ghosts into their lives.
  Mediums are shameless about leveraging their 
  ghostly contacts to make a fast buck.  They use them 
  to earn money by playing the lottery, conducting 
  séances, spying on people—you name it, they do it.  
  While the Clairvoyant’s power comes from within, the 
  Medium is essentially a ghostly socialite with lots of 
  dead friends.
  That said, Mediums are not all crystal balls and 
  murky fortunes.  Many are masters of etherplasm and, 
  if pressed, can demonstrate just how powerful they 
  really are with displays of psychic power (and a lot of 
  goo).
  Requirements
  To qualify to become a Medium, a character must 
  fulﬁll the following criteria.
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks.
  Feat: Wild Talent.
  Class Information
  The following information pertains to the Medium 
  advanced class.
  Hit Die: 1d6.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The Medium’s class skills (and the 
  key ability for each skill) are: Autohypnosis (Wis), 
  Bluff (Cha), Concentration (Con), Diplomacy (Cha), 
  Gather Information (Cha), Knowledge (behavioral 
  sciences, current events, popular culture, philosophy 
  and theology) (Int), Profession (Wis), Psicraft (Int), 
  Read/Write Language (none), Sense Motive (Wis), 
  Speak Language (none), Spot (Wis).
  Skill Points at Each Level: 5 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Medium 
  advanced class.
  Psionic Skills: A Medium has access to 
  Concentration, Autohypnosis, and Psicraft skills.  
  These skills are considered class skills for the 
  Medium, and he can use his skill points to buy ranks 
  in them, just like other skills in the game.
  Psionic Powers: The Medium’s main strength is his 
  ability to manifest psionic powers.
  A psionic power is a one-time psionic effect. 
  Psionic powers require power points to use.  Unlike 
  arcane spellcasters, Mediums don’t have spellbooks 
  and they don’t prepare powers ahead of time.  In 
  addition, a Medium can use psionics while wearing 
  armor without risking the failure of the power.
  A Medium’s level limits the number of power 
  points available for manifesting powers.  In addition, a 
  Medium must have a key ability score equal to at least 
  10 + the power’s level to manifest a particular power.
  The Medium’s selection of powers is extremely 
  limited, although he enjoys ultimate ﬂexibility.  At 
  1st level, a Medium knows three 0-level powers of 
  and one 1st-level power. At each level, the Medium 
  discovers one or more previously latent powers, as 
  indicated on the table below.
  TABLE 1-6: THE MEDIUM
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic Skills, Psionic Powers
  +0
  +1
  2nd
  +1
  +0
  +0
  +3
  Trigger Power, Psionic Powers
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  Spirit Guide, Psionic Powers
  +1
  +1
  4th
  +2
  +1
  +1
  +4
  Crystal Ball, Psionic Powers
  +1
  +2
  5th
  +2
  +1
  +1
  +4
  Trigger Power, Psionic Powers
  +2
  +2
  6th
  +3
  +2
  +2
  +5
  Control, Psionic Powers
  +2
  +2
  7th
  +3
  +2
  +2
  +5
  Bonus Feat, Psionic Powers
  +2
  +3
  8th
  +4
  +2
  +2
  +6
  Trigger Power, Psionic Powers
  +3
  +3
  9th
  +4
  +3
  +3
  +6
  Control, Psionic Powers
  +3
  +3
  10th
  +5
  +3
  +3
  +7
  Maximize Power, Psionic Powers
  +3
  +4
  
  Blood and Spooks
  Page - 20
  Chapter One: Characters
  The DC for saving throws to resist a psionic power 
  is 10 + the power’s level + the Medium’s key ability 
  modiﬁer.
  Medium 
  Level
  Pts/Day
  Powers Discovered by Level
  0
  1
  2
  3
  4
  5
  1st
  2
  3
  1
  —
  —
  —
  —
  2nd
  3
  3
  2
  —
  —
  —
  —
  3rd
  4
  3
  3
  —
  —
  —
  —
  4th
  7
  4
  3
  1
  —
  —
  —
  5th
  10
  4
  3
  2
  —
  —
  —
  6th
  15
  4
  3
  2
  1
  —
  —
  7th
  20
  5
  4
  3
  2
  —
  —
  8th
  27
  5
  4
  3
  2
  1
  —
  9th
  34
  5
  4
  3
  3
  2
  —
  10th
  43
  6
  4
  3
  3
  2
  1
  A Medium can manifest a certain number of powers 
  per day based on his available power points.  (0-level 
  powers have a special cost; see FX Basics.)  He just 
  pays the power point cost of a power to manifest it, 
  no preparation necessary.  The base number of power 
  points available per day is shown on the table above.  
  This number is improved by bonus points determined 
  by the Medium’s Charisma score, as shown on the 
  table below.
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  0 Level (Talents): detect psionics, inkling, far hand, 
  know direction, missive, telempathic projection, 
  trinket.
  1st Level: control light, control object, create sound, 
  lesser mindlink, psycholuminescence, sense link.
  2nd Level: detect thoughts, etherplasmic cocoon,  
  levitate, minor creation, suggestion.
  3rd Level: control sound, etherplasmic form, 
  mindlink, remote viewing, séance, undead sense.
  4th Level: dismiss etherplasm, fabricate, 
  quintessence, wall of etherplasm.
  5th Level: clairtangent hand, etherplasmic armor, 
  etherplasmic shambler, major creation, sending.
  Trigger Power: At 2nd, 5th, and 8th level, the 
  Medium chooses one psionic power that he can 
  attempt to manifest for no power point cost.
  At each of these levels, a Medium selects one 0-, 
  1st-, 2nd-, or 3rd-level power he can use.  From that 
  point on, the character can attempt to trigger that 
  power without paying its cost.  To trigger a power, he 
  must have enough power points to cover the normal 
  cost of the power manifestation. Then, he makes an 
  ability check appropriate to the power.
  If the ability check succeeds, the power manifests 
  with no cost in power points.  If the check fails, the 
  Medium pays the power point cost and the power 
  manifests.
  DCs for the ability check depend on the level of the 
  power: 0 level, DC 11; 1st level, DC 13; 2nd level, DC 
  15; and 3rd level, DC 17.
  Bonus Feats: At 3rd, 6th, and 9th level, the Medium 
  gets a bonus feat.  The bonus feat must be selected 
  from the following list, and the Medium must meet all 
  the prerequisites of the feat to select it.
  Alertness, Animal Afﬁnity, Attentive, Blind-
  Fight, Conﬁdent, Creative, Deceptive, Delay Power, 
  Educated, Enlarge Power, Extend Power, Focused, 
  Frightful Presence, Heighten Power, Hide Power, Iron 
  Will, Persistent Power, Psionic Skills, Quicken Power, 
  Renown, Studious, Twin Power, Wild Talent.
  Crystal Ball: At 4th level, the Medium can store 
  excess power points in a crystal ball specially attuned 
  to him.  Encoding the crystal takes 24 hours and 
  requires a gem with a purchase DC of 20.  When 
  complete, the crystal ball is a psionically charged 
  crystalline stone no smaller than a ﬁst.  A Medium can 
  possess no more than one crystal ball at a time.
  A crystal ball is imbued with 5 power points when 
  it is created.  The Medium can call upon these power 
  points at any time and use them just as he would his 
  natural power points.  Once the crystal is depleted, the 
  Medium must reﬁll it using up to 5 power points from 
  his own reserves.  A crystal ball can be recharged after 
  a Medium has rested and renewed his own reserves of 
  power points for the day.
  Spirit Guide: At 3rd level, a Medium gains a ghost 
  as a contact.  The ghost can have HD equal to ½ the 
  Medium’s class level or less.  This ghost may or may 
  not be overtly hostile toward humans, but it tolerates 
  the Medium.  The ghost will provide information 
  or other minor assistance as though its attitude 
  toward the Medium were friendly.  It might still 
  omit important details, depending on its relationship 
  with the Medium.  The ghost doesn’t accompany the 
  Medium on adventures, and it may not always be 
  available when the Medium wants it.  In most cases, 
  the ghost can be called upon once per week, and 
  requires some form of compensation for each favor.  
  Compensation can be a favor in return or something 
  appropriate to the ghost in question.  If the ghost dies, 
  a new creature replaces it when the Medium attains 
  his next level in this class.
  Control: At 6th level, a Ghost of the appropriate 
  type and HD (GM’s choice) appears at the Medium’s 
  side in 1d6+1 days.  Thereafter, it serves the Medium, 
  with an outward attitude of helpful (though it might 
  inwardly hate the Medium who has trapped it into 
  service).  It obeys the Medium, providing protection, 
  ﬁghting at his side, and performing other services.  
  It always seeks to obey the letter of the Medium’s 
  command, and can sometimes use this behavior to 
  harm the Medium or otherwise hinder as much as it 
  helps.  At 5th level, the Medium can bind a ghost with 
  2 HD or less.  At 9th level, the Medium can bind a 
  ghost with 4 HD or less.
  Maximize Power: At 10th level, a Medium learns 
  to manifest psionic powers to maximum effect.  All 
  variable, numeric effects of a maximized power 
  
  Blood and Spooks
  Page - 21
  Chapter One: Characters
  automatically achieve their maximum values.  A 
  maximized power deals the most possible points of 
  damage, affects the maximum number of targets, and 
  so forth, as appropriate.  Saving throws and opposed 
  checks are not affected.  Powers without random 
  variables are not affected.  A maximized power costs a 
  number of power points equal to its normal cost +6.
  Parapsychologist
  Everyone laughs at the Parapsychologist.  Scientists in 
  other professions snigger behind their back.  Exorcists 
  roll their eyes when they have to listen to yet another 
  scientiﬁc explanation as to why ghosts are ghosts.  
  But Ghost Hunters know better—if it wasn’t for the 
  Parapsychologist, ghost hunting equipment wouldn’t 
  exist.
  But that doesn’t make life any easier for the 
  parapsychologist.  Instead, he plots in his lab for the 
  day that all will bow to his will and call him master…
  Ahem.  Actually, the lives of Parapsychologists are 
  ﬁlled with boring experiments.
  Don’t believe us?  Most parapyschological 
  experiments involve trying to mentally inﬂuence 
  an electronic randomizer (randomly generating 
  a number from 1 to 1000).  Since it takes a lot of 
  data to generate a signiﬁcant result, this means the 
  Parapsychologist must conduct the test hundreds if not 
  thousands of times.  Exciting stuff!
  Requirements
  To qualify to become a Parapsychologist, a character 
  must fulﬁll the following criteria.
  Skills: 6 ranks in either Craft (chemical) or 
  Craft (electronic), plus 6 ranks in Knowledge 
  (parapsychology), plus 6 ranks in Research.
  Class Information
  The following information pertains to the 
  Parapsychologist advanced class.
  Hit Die: 1d8.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The Parapsychologist’s class skills 
  (and the key ability for each skill) are: Computer 
  Use (Int), Craft (chemical, electronic, mechanical, 
  pharmaceutical), Decipher Script (Int), Demolitions 
  (Int), Disable Device (Int), Drive (Dex), Investigate 
  (Int), Knowledge (behavioral sciences, earth and 
  life sciences, physical sciences, technology) (Int), 
  Navigate (Int), Pilot (Dex), Profession (Wis), Read/
  Write Language (none), Research (Int), Search (Int), 
  Speak Language (none).
  Skill Points at Each Level: 7 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Parapsychologist 
  advanced class.
  Smart Defense: A Parapsychologist applies his 
  Intelligence  and Dexterity bonuses to his Defense.  
  Any situation that would deny the Parapsychologist 
  his Dexterity bonus to Defense also denies the 
  Intelligence bonus.
  Scientiﬁc Improvisation: At 2nd level, a 
  Parapsychologist gains the ability to improvise 
  solutions using common objects and scientiﬁc know-
  how.  In a dramatic situation, the Parapsychologist 
  can create objects of a limited duration quickly and 
  cheaply.
  By spending 1 action point and combining common 
  objects with a Craft check that corresponds to the 
  function desired, the Parapsychologist can build a tool 
  or device to deal with any situation.  The DC for the 
  Craft check is equal to 5 + the purchase DC of the 
  object that most closely matches the desired function.  
  Only objects that can normally be used more than 
  once can be improvised. 
  Electronic devices, special tools, weapons, 
  mechanical devices, and more can be built with 
  scientiﬁc improvisation.  It takes a full-round action 
  to make an object with scientiﬁc improvisation.  The 
  object, when put into use, lasts for a number of rounds 
  equal to the Parapsychologist’s class level, or until the 
  end of the current encounter, before it breaks down.  It 
  can’t be repaired.
  Bonus Feats: At 3rd, 6th, and 9th level, the 
  Parapsychologist gets a bonus feat. The bonus feat 
  must be selected from the following list, and the 
  Parapsychologist must meet all the prerequisites of the 
  feat to select it.
  Archaic Weapons Proﬁciency, Attentive, Cautious, 
  Combat Expertise, Educated, Gearhead, Personal 
  Firearms Proﬁciency, Point Blank Shot, Renown, 
  Studious.
  TABLE 1-2: THE PARAPSYCHOLOGIST
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +0
  Smart Defense
  +0
  +0
  2nd
  +1
  +2
  +2
  +0
  Scientiﬁc Improvisation
  +1
  +0
  3rd
  +1
  +2
  +2
  +1
  Bonus Feat
  +1
  +1
  4th
  +2
  +2
  +2
  +1
  Skill Mastery
  +1
  +1
  5th
  +2
  +3
  +3
  +1
  Minor Breakthrough
  +2
  +1
  6th
  +3
  +3
  +3
  +2
  Bonus Feat
  +2
  +2
  7th
  +3
  +4
  +4
  +2
  Smart Survival
  +2
  +2
  8th
  +4
  +4
  +4
  +2
  Smart Weapon
  +3
  +2
  9th
  +4
  +4
  +4
  +3
  Bonus Feat
  +3
  +3
  10th
  +5
  +5
  +5
  +3
  Major Breakthrough
  +3
  +3
  
  Blood and Spooks
  Page - 22
  Chapter One: Characters
  Skill Mastery: At 4th level, a Parapsychologist 
  selects a number of skills from his class list equal to 
  3 + his Intelligence modiﬁer.  When making a skill 
  check using one of these skills, the Parapsychologist 
  may take 10 even if stress and distractions would 
  normally prevent him from doing so.
  Minor Breakthrough: Upon attaining 5th level, a 
  Parapsychologist receives credit for a minor scientiﬁc 
  breakthrough that earns him the recognition of his 
  peers.  When dealing with others with at least 1 
  rank in the Knowledge (parapsychology) skill, the 
  Parapsychologist gains a +2 bonus on Reputation 
  checks.  This minor breakthrough also provides the 
  Parapsychologist with a +3 Wealth bonus increase.
  Smart Survival: A Parapsychologist of 7th level or 
  higher can spend 1 action point to reduce the damage 
  dealt by a single attack or effect by 5 points.
  Smart Weapon: At 8th level, the Parapsychologist 
  selects one weapon that he or she is proﬁcient in and 
  can use with one hand.  With the selected weapon, 
  the Parapsychologist can use his Intelligence modiﬁer 
  instead of Strength or Dexterity modiﬁer on attack 
  rolls.
  Major Breakthrough: At 10th level, the 
  Parapsychologist gains a +2 bonus on Reputation 
  checks when dealing with individuals who have at 
  least 1 rank in the Knowledge (parapsychology) skill.  
  This bonus stacks with the bonus provided by the 
  minor breakthrough ability.  This major breakthrough 
  also provides the Parapsychologist with a +3 Wealth 
  bonus increase.
  Skeptic
  In comparison to the other advanced classes, 
  becoming a Skeptic might seem easy.  But Skeptics 
  are much more than skeptical—they actively suppress 
  supernatural activity.
  That’s right—because Skeptics don’t believe; they 
  cause things not to happen.  This is usually the excuse 
  fake psychics give when their powers don’t work, but 
  in the Skeptic’s case, it’s actually true.  This means 
  spells don’t work on the Skeptic, his mind can’t be 
  read, his future can’t be prophesized, and ghosts 
  have difﬁculty harming him.  In short, the Skeptic 
  is supernatural-retardant and his lack of belief just 
  further illustrates that it’s all special effects, mass 
  hysteria, and overactive imaginations.
  Requirements
  To qualify to become a Skeptic, a character must 
  fulﬁll the following criteria.
  Skills: 6 ranks in Knowledge (physical sciences), or 
  Knowledge (technology), plus 6 ranks in Research.
  Class Information
  The following information pertains to the Skeptic 
  advanced class.
  Hit Die: 1d6.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The Skeptic’s class skills (and 
  the key ability for each skill) are: Computer Use 
  (Int), Craft (chemical, electronic, mechanical, 
  pharmaceutical), Decipher Script (Int), Demolitions 
  (Int), Disable Device (Int), Drive (Dex), Investigate 
  (Int), Knowledge (behavioral sciences, earth and 
  life sciences, physical sciences, technology) (Int), 
  Navigate (Int), Pilot (Dex), Profession (Wis), Read/
  Write Language (none), Research (Int), Search (Int), 
  Speak Language (none).
  Skill Points at Each Level: 7 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Skeptic advanced 
  class.
  Paranormal Immunity: A Skeptic gains damage 
  reduction against the natural weapons of undead 
  and outsiders (claws, bite, and so on).  Paranormal 
  immunity doesn’t reduce the damage dealt by 
  ﬁrearms, melee weapons, or hazardous effects.  The 
  damage reduction is equal to ½ of the Skeptic’s level 
  in this advanced class, rounded down.
  Supernatural Resistance: A Skeptic has spell and 
  psionic resistance equal to 5 + his Skeptic level.  The 
  Skeptic cannot voluntarily lower this resistance and it 
  
  Blood and Spooks
  Page - 23
  Chapter One: Characters
  is in effect even if the Skeptic attempts to cast a spell, 
  manifest a power, or have a beneﬁcial effect cast on 
  him.
  Skepticism: A Skeptic gains a bonus equal to his 
  Charisma bonus (if any) on all saving throws against 
  supernatural phenomena (so a skeptic would gain this 
  bonus on a Reﬂex save to avoid a ﬁreball but not one 
  to avoid a grenade).
  Aura of Skepticism: A Skeptic is immune to fear 
  (magical or otherwise).  Each ally within 10 feet of 
  gains a +4 morale bonus on saving throws against fear 
  effects.  This ability functions while the Skeptic is 
  conscious (not if he is unconscious or dead).
  Skeptical Mind: A Skeptic gains a +2 bonus on 
  saving throws against spells and effects from the 
  school of enchantment.
  Discern Lie: A Skeptic develops the ability to 
  gauge whether another character is telling the truth 
  by reading facial expressions and interpreting body 
  language.  The Skeptic must be able to see and hear 
  (but not necessarily understand) the individual under 
  scrutiny.  With a successful Sense Motive check 
  opposed by the subject’s Bluff check result or against 
  DC 10 (whichever is greater), the Skeptic can tell 
  whether the subject is deliberately and knowingly 
  speaking a lie.  This ability doesn’t reveal the truth, 
  uncover unintentional inaccuracies, or necessarily 
  reveal omissions in information.
  Proﬁle Ghost: By making a Gather Information 
  check (DC 15) when talking to witnesses of a 
  haunting, the Skeptic compiles a rough mental 
  picture of the suspect.  This mental picture provides 
  a physical description of the haunting, including 
  distinguishing markings and visible mannerisms.  
  Success makes the proﬁle accurate, at least concerning 
  a particular suspect as seen by witnesses.  (For this 
  Gather Information check, no money changes hands.)  
  The Skeptic can expand the proﬁle by making an 
  Investigate check (DC 15) involving the haunting or 
  other evidence linked to the suspect.  If successful, the 
  Skeptic combines eyewitness accounts with forensic 
  evidence to develop a proﬁle of the ghost’s method of 
  operation.  This provides a +2 circumstance bonus on 
  any skill checks made to uncover additional evidence 
  or otherwise locate and capture the ghost.
  Contact: A skeptic of 2nd level or higher cultivates 
  associates.  Each time the Skeptic gains a contact, 
  the GM should develop a supporting character to 
  represent the contact.  The player can suggest the type 
  of contact his or her character wants to gain, but the 
  contact must be an ordinary character, not a heroic 
  character.
  A contact will not accompany a skeptic on missions 
  or risk his or her life.  A contact can, however, provide 
  information or render a service (make a speciﬁc skill 
  check on the Skeptic’s behalf).
  At 2nd level, the Skeptic gains a low-level contact, 
  at 5th level a mid-level contact, and at 8th level a high-
  level contact.
  The Skeptic can’t call on the same contact more 
  than once in a week, and when a contact is called 
  upon, compensation may be required for the assistance 
  rendered.  In general, a professional associate won’t 
  be compensated monetarily, but instead will consider 
  that the Skeptic owes him or her a favor.  Contacts 
  with expertise in the use of skills normally want to be 
  paid for the services they provide.
  For skilled experts, the purchase DC is 10 + the 
  ranks the expert has in the appropriate skill.
  Skills
  To call Ghost Hunters “skilled” is probably an 
  overstatement, but we thought “bumbling idiots” was 
  rather harsh, so let’s just work with the hand we’ve 
  been dealt, shall we?
  TABLE 1-7: THE SKEPTIC
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +1
  Proﬁle Ghost
  +0
  +1
  2nd
  +1
  +0
  +0
  +2
  Contact, Low-Level
  +1
  +1
  3rd
  +1
  +1
  +1
  +2
  Supernatural Resistance
  +1
  +1
  4th
  +2
  +1
  +1
  +2
  Paranormal Immunity
  +1
  +2
  5th
  +2
  +1
  +1
  +3
  Contact, Mid-Level
  +2
  +2
  6th
  +3
  +2
  +2
  +3
  Skepticism
  +2
  +2
  7th
  +3
  +2
  +2
  +4
  Aura Of Skepticism
  +2
  +3
  8th
  +4
  +2
  +2
  +4
  Contact, High-Level
  +3
  +3
  9th
  +4
  +3
  +3
  +4
  Skeptical Mind
  +3
  +3
  10th
  +5
  +3
  +3
  +5
  Discern Lie
  +3
  +4
  TABLE 1-8: CRAFT (MECHANICAL) DCS
  DC
  Description
  Item
  Base Time
  10
  Repair Device
  Sword
  10-60 minutes
  15
  Slight Improvement
  Pistol
  1-5 hours
  20
  Major Improvement
  Gatling Gun
  1-10 hours
  25
  New Use of Existing Technology
  Flamethrower
  1-6 days
  30
  New Use of Cutting Edge Technology
  Steam Engine
  1-4 weeks
  35
  New But “Realistic” Technology
  Tank, Submersible
  1-6 months
  40
  New Technology That Flaunts Logic
  Electron Pack, Ether-Containment Unit, Ghost Container
  1-12 months
  
  Blood and Spooks
  Page - 24
  Chapter One: Characters
  Skill Modiﬁers
  Cra� (Mechanical) (Int)
  Duct-Tape Engineering: Through bursts of 
  unexplainable insight, you can design and build 
  unique gadgets that are more technologically 
  advanced.  This ability requires the Duct-Tape 
  Engineering feat.  Make a Craft (mechanical) roll 
  against the device’s relative DC, as determined by the 
  Game Master.  If the roll is successful, the item is built 
  in the time indicated.  For every 5 points rolled over 
  the DC, the construction time is halved.
  New Feats
  Duct-Tape Engineering
  You manage to do things with mechanical objects that 
  no sane person should be able to achieve.  You can 
  build mechanical prosthetics, create explosives from 
  detergent and spit, and turn your car into a whirling 
  death machine.
  Prerequisites: Builder, Pseudo-Science Craft 
  (mechanical) skill.
  Beneﬁt: You can craft insane gizmos using the 
  Craft (mechanical) skill.  See the Skills chapter for 
  more information.
  Pseudo-Science
  When you’re not hunting ghosts, you spend a lot of 
  time researching how to build things that nobody 
  should be able to build.
  Prerequisites: Builder, Craft (mechanical) skill.
  Beneﬁt: All Craft (mechanical) check DCs are 
  reduced by your level and take half the time to create 
  from scratch.
  
  Blood and Spooks
  Page - 25
  Chapter Two: Ghost Hunting
  Licenses
  All weapons listed here are property of ICECC and 
  therefore require a license.  Ghost containers require 
  the Exotic Weapon Proﬁciency (ghost container) 
  feat and electron packs require the Exotic Weapon 
  Proﬁciency (electron pack) feat.
  To purchase a license or pay necessary fees, make a 
  Wealth check (DC 10).  With a success, the license is 
  issued to the Ghost Hunter from ICECC after 1 day.  
  To speed the process, the Ghost Hunter can make a 
  Knowledge (business) check (DC 10).  Success results 
  in the license being issued in 1d6 hours.
  During the process of Ghost Hunter creation, a 
  Ghost Hunter just needs to purchase the license or pay 
  the fee; the time required takes place before game play 
  begins.
  An ICECC franchise begins with one standard 
  electron pack for each Ghost Hunter, one 
  electromagnetic ﬁeld (EMF) detector, three standard 
  ghost containers per Ghost Hunter, and an ether-
  containment unit (ECU).
  Weapons
  Electron Bomb
  Electron bombs act as area-effect electron packs.  It 
  ﬁres a wide-ranging series of beams in a 10-foot 
  radius.  All beings within its area of effect must make 
  a Reﬂex save (DC 15) for half damage.
  Electron Pack, Capture Beam
  A capture beam pack works like a weaker version 
  of a standard electron pack.  It inﬂicts 2d6 points of 
  electrical damage and ghosts must make a Reﬂex save 
  (DC 10) to take half damage.
  Electron Pack, Hyper Beam
  A hyper beam pack works like a stronger version 
  of a standard electron pack.  It inﬂicts 4d6 points of 
  electrical damage and ghosts must make a Reﬂex save 
  (DC 20) to take half damage.
  Jorge came skidding around the corner 
  and leaned up against the cold brick outer wall of 
  the warehouse.
  “Okay,” he panted, “so that didn’t work.”
  “I told you the electromagnetic net doesn’t 
  work,” said Brenda. “It doesn’t inhibit any of my 
  magic, so I don’t see why it would affect a ghost.”
  Elio blinked from around the camcorder he 
  held to his other eye.  “Uh, ‘your magic’?”
  Brenda wrinkled her pert nose at him.  “Yes, I 
  do more than stand around and look cute.”  She 
  had an unlabelled black leather-bound book in 
  one hand.
  “Ah.  So that’d be your Book of Shadows,” he 
  said, pointing at her book. “Which would make 
  you a witch.”
  Brenda put one ﬁnger to her nose.  “You’re 
  smarter than you look.”
  The loud retort of gunﬁre caused Elio to ﬂinch.  
  “I suppose you cast spells.”
  She was ﬂipping furiously through the book.  
  “I need a banishing ritual, but I don’t know if I 
  can do it fast enough. I was researching it on the 
  Internet a few days ago…”
  Brenda looked up at the angle of Elio’s 
  camcorder.  “Hey! My head is up here!”
  Elio coughed.  “Sorry,” he muttered as he 
  swung the camera back to Jorge. “What are you 
  going to do about this so-called spirit, Jorge?”
  Jorge adjusted the strange pair of goggles 
  he had on his head. “Well, the electromagnetic 
  net didn’t work, so I’m going to have to use 
  my electron pack.”  He shrugged on a clumsy 
  device that looked like a large, black backpack 
  connected to a long riﬂe by a wire.  “This is a 
  highly unusual ethereal entity who manifests as 
  a humanoid wielding projectile weapons. I’m 
  bringing out the heavy artillery, so to speak.”
  
  Blood and Spooks
  Page - 26
  Chapter Two: Ghost Hunting
  Electron Pack, Standard
  Electron packs look like large ﬂamethrowers, only 
  instead of ﬂame it throws a “beam of electrons” also 
  known as electricity.  This electricity is tuned to affect 
  etherplasmic entities, such that it can corral them or 
  even capture them.
  There are two basic settings: Attack and 
  Containment.  The Attack function works against all 
  targets, including living beings (which it can seriously 
  harm), walls, furniture, non-corporeal beings and 
  especially undead. Turning an electron pack on is a 
  move action.
  Setting an electron pack to Attack shoots a 5-foot 
  wide, 90-foot long line of electrons that deals 3d6 
  points of electrical damage to all creatures and objects 
  in its path.  No attack roll is necessary, and thus no 
  feat is needed to operate the weapon effectively.  Any 
  creature caught in the line of electricity can make a 
  Reﬂex save (DC 15) to take half damage.  Creatures 
  with cover get a bonus on their Reﬂex save.
  The electron pack’s ammunition has hardness 5 and 
  5 hit points.  When wielded, the electron pack has a 
  Defense equal to 9 + the wielder’s Dexterity modiﬁer 
  + the wielder’s class bonus.  An electron pack reduced 
  to 0 hit points ruptures and explodes, dealing 6d6 
  points of electrical damage to the wearer (no save 
  allowed) and 3d6 points of splash damage to creatures 
  and objects in adjacent 5-foot squares (Reﬂex save, 
  DC 15, for half damage).
  An electron pack can shoot 25 times before 
  the fuel supply is 
  depleted.  One 
  charge is used per 
  round.  Refueling 
  an electron pack 
  has a purchase DC 
  of 13.
  Setting an electron 
  pack to Containment requires a ranged touch 
  attack.  The Containment setting only works against 
  undead and outsiders.  This is an attack action that 
  provokes an attack of opportunity.  If the attack is 
  successful, the target must make an opposed grapple 
  check against the wielder’s attack roll.  If more than 
  one electron pack is used on the Containment setting, 
  each additional energy stream adds +2 to the roll, 
  and the target is denied any dexterity modiﬁer to 
  Defense.  The Containment setting is typically used 
  to position a target over a ghost container.
  “Too many Gun Fu movies,” said Brenda, still 
  ﬂipping through her book. “I miss the good old 
  days of moaning and rattling—ah HA!”
  Brenda dropped the bright red bookmark 
  attached to her Book of Shadows and dropped it 
  between the pages.  “Okay, I think this will hold 
  Mr. Boo Woo Fu over there long enough for you 
  to capture him.”
  “What’s that?” said Elio, pointing at the large, 
  shoebox-like device swinging from Jorge’s belt. 
  “This?  This is the ethereal container.  It’s how 
  we capture entities.”
  “Like a ghost motel,” said Brenda. “Ghosts 
  check in, but they don’t check out.”
  “Now if you’ll excuse me I have some work to 
  do,” said Jorge.  “Brenda, be a dear and power me 
  up?”
  Brenda used one combat boot to kick the large 
  switch on Jorge’s electron pack. It whirled to life 
  with a high-pitched whine. 
  “Ready?”
  Brenda nodded. “Cover me,” she said. 
  And with that, she walked away from the safety 
  of the brick wall into the open.  Elio peeked his 
  camera around the corner to watch.
  A dark ﬁgure ducked from crate to crate on 
  the other side of the warehouse.  It stopped, 
  both arms pointing what looked like pistols in 
  Brenda’s direction.
  Jorge lifted the riﬂe up at shoulder level, 
  squinted through the scope, and ﬁred.  A 
  coruscating beam of energy danced its way across 
  the warehouse towards the ﬁgure.  It reacted by 
  leaping into the air in slow motion, spinning as it 
  did so, and ﬁring back with its pistols.
  Brenda touched her temple and her solar 
  plexus, and then crossed her arms over her chest, 
  chanting to herself.
  “It’s a good thing he’s a terrible shot!” shouted 
  
  Blood and Spooks
  Page - 27
  Chapter Two: Ghost Hunting
  Ghost Container, High Capacity
  This container can contain up to three medium-
  sized, six small, or one large incorporeal being at 
  a time.  The smaller the entities, the more that can 
  be contained in the container; the bigger the ghost, 
  the fewer spirits that can be contained.  When two 
  or more ghosts are trapped together, their molecules 
  merge and cannot be separated without releasing 
  both.  In all other respects it works like a normal ghost 
  container.
  Ghost Container, Standard
  Ghost containers are small boxes that store and 
  transport one subdued ghost.  A foot pedal attached to 
  the box by a twelve-foot length of tubing opens the 
  lid.  Setting a container is a move action that provokes 
  an attack of opportunity.
  A ghost container can only contain one medium-
  sized incorporeal being or two small incorporeal 
  beings.
  After the container is set, it must be sprung, which 
  is an attack action that does not provoke an attack of 
  opportunity.  As it opens, the ghost container produces 
  a luminous white cone (10-feet high and 10-feet wide 
  at its widest point) of psychokinetic force that sucks 
  the spirit into the container.  The ghost can resist being 
  sucked into the container with a successful Reﬂex 
  save against a DC of 10 + 1 for every round the ghost 
  spends in the containers’ radius of effect.  Note that 
  ghosts who are grappled by an electron pack do not 
  get a Reﬂex save.  When the foot pedal is released, the 
  container closes.
  Ghost Container, Super
  Super ghost containers are similar to ghost containers 
  except that they have double the lifespan.  It lasts 
  for one week.  After a week, the super container 
  must make a Fortitude save each round (DC 20) or 
  it explodes, inﬂicting 3d6 points of ﬁre damage to 
  all within a 10-foot radius and releasing the ghost(s) 
  contained within.
  Ghost Container, Tripod 
  Tripod containers work just like ghost containers 
  except that they paralyze the ghost rather than actually 
  contain it.  The container automatically senses any 
  non-corporeal undead that pass through its 30-foot 
  square area.  When the tripod is triggered, all ghosts 
  within its area of effect must make a Reﬂex save or be 
  paralyzed for 1d4 rounds.
  Ghost Container, Vehicle
  This ghost container acts as a high capacity container, 
  except that it can be mounted on a vehicle.  It emits 
  a 10-foot long cone that is 10-feet wide at its widest 
  point, directly in front of the vehicle.
  TABLE 2-1: WEAPONS
  Weapon
  Damage
  Critical
  Type
  Range
  ROF
  Magazine
  Size
  Weight
  DC
  Electron Bomb
  3d6
  —
  Electrical
  10 ft.
  1
  —
  Tiny
  1 lb.
  16
  Electron Pack, Capture Beam
  2d6
  20
  Electrical/Fire
  90 ft.
  1
  25 int.
  Large
  10 lb.
  20
  Electron Pack, Hyper Beam
  4d6
  20
  Electrical/Fire
  90 ft.
  1
  25 int.
  Large
  10 lb.
  30
  Electron Pack, Standard
  3d6
  20
  Electrical/Fire
  90 ft.
  1
  25 int.
  Large
  10 lb.
  25
  Ghost Container, High Capacity
  —
  —
  —
  20 ft.
  1
  —
  Small
  3 lb.
  25
  Ghost Container, Standard
  —
  —
  —
  20 ft.
  1
  —
  Small
  3 lb.
  10
  Ghost Container, Super
  —
  —
  —
  20 ft.
  3
  —
  Small
  3 lb.
  30
  Ghost Container, Tripod
  —
  —
  —
  30 ft.
  1
  —
  Medium
  10 lb.
  30
  Ghost Container, Vehicle
  —
  —
  —
  10 ft.
  1
  —
  Large
  20 lb.
  30
  Jorge back at Elio’s camera.  
  Behind them, Brenda walked around in a circle 
  with an upturned vial of silver powder.
  “Are you sure you’re not trying to fry a human 
  being?” said Elio.  “That thing looks dangerous! 
  Maybe we should call the cops?”
  Jorge squeezed off another whip of energy at 
  the shadow.  It passed right through one of the 
  boxes and began stalking towards them. “The 
  cops are the ones who hired us.”
  “Before me, Herne the Huntsman!” chanted 
  Brenda.
  “This is great stuff,” said Elio, “I can’t wait 
  to see how you guys put these special effects 
  together.”
  “What?” Jorge said over the shriek of his 
  electron pack.  “Are you saying we staged all 
  this?”
  “Behind me, Aradia the Maiden!” she 
  continued to chant.
  “It must have cost you a fortune to put this 
  show on,” said Elio with a smirk on his face.
  “On my right hand, Cernunnos, the Horned 
  God!”
  Just then, one of the bullets penetrated the 
  camcorder.  It hissed and sparked as the image 
  ﬁzzled.  Then it died altogether.
  Elio shook the camera.  There was nothing 
  wrong with it except for a thin sheen of green 
  goo.
  “Convenient,” said Elio.
  “On my left hand, Habondia, the Great 
  Mother!”
  The ﬁgure was close enough to make out that 
  it was a translucent specter of an Asian man in a 
  suit.  Two pistols were in his hands. 
  “Uh, Brenda,” said Jorge, taking a step 
  backwards. “He’s getting really close.” 
  Elio took a step forward.  “Looks like a 
  
  Blood and Spooks
  Page - 28
  Chapter Two: Ghost Hunting
  hologram to me.”
  “About me ﬂame the pentagrams!” chanted 
  Brenda.
  The ﬁgure raised his pistols, one aimed at 
  Brenda’s head, the other aimed at Jorge’s.
  “Brenda, if you’re going to do something, DO 
  IT NOW!”
  “And above me shines the light of the 
  Goddess!” Brenda shouted.  She stretched out her 
  arms in both directions, looking skyward as the 
  hexagram she had drawn on the ﬂoor ﬂared to life 
  with sparkling gold energy.  The energy billowed 
  outwards in a wave towards the spirit.  It froze in 
  its tracks, as if someone had hit the pause button 
  on a television remote.
  Jorge kicked the container out towards the 
  ghost.  As it slid underneath the ﬁgure, he 
  stomped on a pedal that was connected to the 
  other end.  It clattered to life with the roar of a 
  vacuum cleaner as the lid opened up.  
  The ﬁgure never moved.  It collapsed in on 
  itself, melting into the opening of the container.  
  Moments later it snapped shut.  The only sound 
  was that of the container’s powerful engine 
  winding down.
  When it had ﬁnally stopped, Jorge picked up 
  the container and latched it onto his belt.  He 
  high-ﬁved Brenda.  
  She turned, hands on hips, to stare down Elio.  
  “So, what do you think of the ICECC now?”
  Elio shrugged.  “I think some of the money you 
  spent on the hologram projector better go towards 
  a new camcorder.”
  Brenda kicked him hard in the shin.
  Miscellaneous
  EMF Detector
  An EMF detector measures the psionic energy in a 
  60-foot radius. Entities that register EMF must be 
  outsiders or undead.  An entity’s EMF is determined 
  by its CR.
  EMF Reading
  Result
  1-5
  No Threat, small to no paranormal activity.
  6-20
  Trouble, you have a faint trace of a spook.
  20+
  Biblical proportions.
  Using an EMF detector accurately requires a 
  Computer Use check.  A successful Computer Use 
  check (DC equal to the ghost’s CR) allows the user 
  to substitute his Computer Use skill for a Survival 
  skill to track ghosts, even without the Track feat.  It 
  will also allow the user to spot ethereal beings using 
  Spot checks (which are normally impossible to detect 
  unless they make their presence known).
  It is not uncommon for an EMF detector to 
  overload. If an EMF detector identiﬁes an entity 
  emitting over 550 EMF, the meter must make a 
  Fortitude save (DC 20) or inﬂict 1d6 electrical 
  damage to the wielder and itself for every 20 EMF 
  over 550.  EMF detectors are ICECC products and 
  require a license to purchase.
  Ether-Visor
  Ether-visors use grant the user the ability to ethereal 
  beings-but because of the restricted ﬁeld of view and 
  lack of depth perception these goggles provide, they 
  impose a -4 penalty on all Spot and Search checks 
  made by someone wearing them. Ether-visors must 
  have at least a little light to operate. A cloudy night 
  provides sufﬁcient ambient light, but a pitch-black 
  cave or a sealed room does not. For situations of 
  total darkness, the goggles come with an infrared 
  illuminator that, when switched on, operates like a 
  ﬂashlight whose light is visible only to the wearer (or 
  anyone else wearing an ether-visor). Ether-visors are 
  ICECC products and require a license to purchase.
  Ion Detector
  This meter detects electricity.  Ethereal beings 
  occasionally leave behind an electrical signature that 
  can be detected.  The meter provides a +4 bonus to 
  Spot and Computer Use checks to detect ethereal 
  beings that inﬂict electrical damage or are resistant to 
  electrical damage.
  IR Thermal Meter
  This meter detects heat.  Ethereal beings occasionally 
  leave behind a cold signature that can be detected.  
  The meter provides a +4 bonus to Spot and Computer 
  Use checks to detect ethereal beings that inﬂict ﬁre or 
  cold damage or are resistant to ﬁre or cold damage.
  Personal EMF Alarm
  The personal EMF alarm is an EMF detector that 
  can be programmed to set off an audible alarm when 
  an ethereal being enters the area.  Unlike the EMF 
  detector, it has its own Spot check rating (5 ranks) and 
  rings the alarm if any ethereal being comes within 30 
  feet.  Person EMF alarms are ICECC products and 
  require a license to purchase.
  TABLE 2-2: MISCELLANEOUS TABLE
  Object
  Size
  Weight
  DC
  EMF Detector
  Small
  1 lb.
  20
  Ether-Visor
  Small
  3 lb.
  17
  Ion Detector
  Small
  2 lb.
  20
  IR Thermal Meter
  Small
  2 lb.
  20
  Personal EMF Alarm
  Small
  3 lb.
  15
  Super EMF Detector
  Small
  3 lb.
  25
  
  Blood and Spooks
  Page - 29
  Chapter Two: Ghost Hunting
  Super EMF Detector
  This device works similar to an EMF detector except 
  that it has a much more powerful radius of 1 mile.  
  The super EMF detector provides a +4 bonus to Spot 
  and Computer Use checks when tracking ethereal 
  beings.  Super EMF detectors are ICECC products and 
  require a license to purchase.
  Signs of a Haunting
  Everybody’s haunted—by tax collectors, in-laws, 
  and creepy ex-boyfriends.  But it’s a rare breed of 
  haunting that’s actually a spiritual problem.  Not sure?  
  Look for these signs.
  1.
  Weird noises, like knocking, banging, or 
  rapping—the kind that doesn’t rhyme, wise 
  guy.
  2.
  Doors repeatedly open and close.  Sometimes 
  this is just after a witness leaves a room, other 
  times doors or other objects are opened and 
  closed for everyone to see.  And we don’t 
  mean the wind either.
  3.
  Other items move around from place to place.  
  Usually, this is much more signiﬁcant than “I 
  don’t remember leaving my car keys under 
  the couch.”  It’s more like, “I don’t remember 
  leaving my car keys in my locked safe.”
  4.
  Objects perambulating from place to place.  
  This is different from teleporting objects.  
  Household items slide around, seemingly of 
  their own volition.
  5.
  Electrical problems.  TVs go out, lights ﬂicker, 
  radios play.  Sometimes it’s the reverse—
  electrical objects work when they have no 
  business working because, for instance, they’re 
  not plugged in.
  6.
  Animals freak out.  Dogs barking at nothing in 
  particular, birds tweet in agitation all the time, 
  and cats stare at things you can’t see.  Okay, 
  maybe the cat thing is not so strange after all, 
  but the other two instances are deﬁnitely good 
  examples of a haunting.  Except maybe the 
  dog barking part.
  7.
  Batteries lose their charge almost instantly 
  with little use.
  8.
  Weird noises.  You know what we mean, 
  the usual: whispering, howling, moaning, 
  groaning, weeping, footsteps…the works.
  9.
  Creepy feelings.  Whoa, whoa, whoa, 
  feelings…that strange feeling that you are 
  not alone.  You may even feel a ghostly touch 
  brush against you.  
  10.
  Creepy visions.  Things that lurk just out of 
  eyeshot, and we don’t mean after a couple of 
  drinks. 
  11.
  Changes in temperature.  Sometimes rooms 
  can be very cold or very warm for no reason 
  at all and in locations where the temperature 
  should be uniform.  For reasons that are yet 
  to be explained, these circumstances never 
  work out fortuitously—ghosts don’t seem to 
  accommodate people in hot climates with a 
  cold blast of fresh air.
  12.
  Strange smells or odors.  And we don’t mean 
  your dog.  Or you, when you blame it on the 
  dog.
  13.
  Bruises and scratches on the witness.  These 
  are more than your average tussle with the 
  neighborhood bully.  They’re unexplained and 
  usually happen overnight.
  14.
  Seeing a ghost.  Call us crazy, but we like to 
  think that if you actually see a ghost, it counts 
  as a haunting.
  Contracts
  The contract structures a Ghost Hunter’s life.  It 
  provides the framework for his mission, guarantees 
  his pay, and protects his interests.
  Contracts are an integral part of every Ghost 
  Hunter franchise.  This contract is the terms under 
  which a Ghost Hunter performs his duties and how 
  he ultimately gets paid.  Ideally, any Ghost Hunter 
  contract is mutually beneﬁcial for both employer 
  and employee.  This is not always the case, however.  
  Ghost Hunters sometimes intentionally under perform 
  if they feel the pay is not worth the risk.
  The majority of Ghost Hunter franchises view a 
  contract as simply business.  Terms are set, rules 
  are followed, and violations, regardless of intent, 
  subject the contract to revisions or even cancellation.  
  Unprofessional franchises shamelessly break contracts 
  when it suits them, usually due to cowardice, 
  ineptitude, or a complete lack of trust between 
  employer and franchise.  Unreliable franchises pay the 
  price of such behavior in poverty and a lack of future 
  prospects.
  Contracts vary in frequency.  A franchise must 
  make a Charisma check (DC 20) modiﬁed by its 
  president’s Charisma modiﬁer to determine how many 
  contracts are offered each month.  If the check fails, 
  no contracts are offered.  For every 5 points above 20, 
  an additional contract is offered.
  Charisma Check
  Offers
  < 20
  0
  21-25
  1
  26-30
  2
  31-35
  3
  36 >
  4
  In the Ghost Hunter’s world, pay is unreliable and 
  often negotiable.  Smart Ghost Hunters demand pay 
  up front.  Whenever possible, Ghost Hunters work for 
  short-term contracts, get their pay, and get out.  Ghost 
  Hunters who are employed in the short term get their 
  
  Blood and Spooks
  Page - 30
  Chapter Two: Ghost Hunting
  pay at the end of the contract.
  Now that you know how to identify signs of a 
  haunting, how do the PCs get involved?  Most Ghost 
  Hunters advertise heavily, but often that’s not enough.  
  Sometimes, Ghost Hunters don’t have to look for 
  work—work ﬁnds them.
  Employers
  Once the number of contracts is determined, the 
  employer is identiﬁed from the table below.
  D100
  Employer
  1-5
  Corporation
  6-20
  Government
  21-35
  Middle-Class Citizen
  36-50
  Police
  51-65
  Private Investigation Agency
  66-80
  Religious Institution
  81-85
  Wealthy Citizen
  86-100
  Tabloid
  Corporation
  Large corporations often have more money than small 
  countries.  Corporations loathe the supernatural but 
  recognize that their employees often believe in it.  In 
  almost every case, the Ghost Hunters will be required 
  to sign a non-disclosure agreement to prevent them 
  from talking about the job.  Why?  Because nobody 
  wants to buy toothpaste from a company that’s 
  haunted, and hiring Ghost Hunters only legitimizes 
  peoples’ worst fears.
  Government
  The government hates to farm out this kind of work, 
  preferring instead to leave it to the FBI.  However, 
  sometimes the FBI is too busy to deal with strange 
  supernatural threats.  If the PCs have a particular area 
  of expertise, they may be enlisted for a small retainer 
  fee.  Or they could just be audited instead.
  Middle-Class Citizen
  Your average Ghost Hunter client is a desperate 
  working Joe who needs to get on with his life but 
  can’t because of some supernatural intervention.  
  Middle-class employers are difﬁcult cases because 
  they don’t hire a Ghost Hunter frivolously—things 
  have gotten so bad that they’d rather gamble away 
  their savings on a Ghost Hunter than live with the 
  ghost any longer.  Failure on the part of the Ghost 
  Hunters can mean bankruptcy for the employer.  
  Doesn’t that make you feel bad?
  Police
  The police have gone soft in recent years, mostly 
  because of the positive press they receive by hiring 
  Proﬁlers (Ghost Hunters) who use their psychic talents 
  to uncover murders and ﬁnd the lost.  Most police 
  forces won’t call Ghost Hunters immediately and 
  will almost inevitably be local.  Ghost Hunters who 
  are smart offer their services free of charge to local 
  police groups, who will sometimes look the other way 
  should a Ghost Hunter be caught skulking around a 
  graveyard.
  Private Investigation Agency
  There are plenty of private eyes out there, but 
  not all of them are willing or able to deal with 
  the supernatural.  As a result, Ghost Hunters are 
  sometimes hired on retainer to take care of situations 
  the investigators can’t handle.  Since private 
  investigators tend to be tough mothers, the ghost is 
  probably one mean customer.
  TABLE 2-3: GHOST HUNTER HOOKS
  1d10
  Ghost Hunter Hook
  1
  Premonition: A PC who has psychic powers has a premonition of the coming adventure.  It can be a hazy vision or a 
  crystal clear set of directions, at the GM’s discretion.
  2
  Crime Scene: A crime scene involves something odd or supernatural.  The PCs may get wind of it and show up, or 
  the police may ask for their help.
  3
  Supernatural Attack: An ethereal force gets pissed off by the PCs meddling and decides to haunt them directly.  
  Ghost Hunter, heal thyself!
  4
  Prosecution: For real or imagined reasons, the PCs are castigated by an authority.  It can be a secular or ecclesiastical 
  authority, but in both cases it’s bad news.  Secular agencies will harass the group, spy on them, and otherwise make 
  their lives miserable.  Religious authorities lambaste the Ghost Hunters in a variety of media.  (This may actually 
  help business.)
  5
  Accident: The Ghost Hunters happen upon a supernatural incident in their day-to-day activities.  It happens to 
  everyone else, why can’t it happen to a Ghost Hunter?
  6
  Past Event: One of the PCs suddenly remembers something about some supernatural event some time ago.  No, 
  really.
  7
  Tabloid: The tabloids get it right for once.  PCs that pay attention can make a lucrative living reading the tabloids and 
  following up on their leads.
  8
  Expedition: A haunted place (cemetery, mine, etc.) is excavated  and strange things start happening.  Call in the 
  Ghost Hunters!
  9
  Help?: All that advertising pays off and the Ghost Hunters actually get an unprompted request for help from someone 
  who may or may not be able to pay them.
  10
  Prophecy: The PCs stumble across a prophecy or some crazy old coot points it out to them.  In both cases, some 
  major event happens that presages the arrival of a lot of angry spirits.  Run for your life!
  
  Blood and Spooks
  Page - 31
  Chapter Two: Ghost Hunting
  Religious Institution
  Temples, churches, mosques—all of them have 
  specialists to deal with the spirits of the dead.  
  Sometimes, however, that’s not enough.  If the PCs 
  are of a religious persuasion, they may be morally 
  obligated to help.  If the PCs are just greedy bastards, 
  they may be guilted into helping.  Failing that, 
  religious groups can usually pay quite well.  Ghost 
  Hunters beware—religious groups tend to project their 
  own ideologies on the spirit world and will turn even 
  the most benevolent ghost into a satanic demon from 
  hell.  Okay, that’s redundant, but you get the point.
  Wealthy Citizen
  The wealthy citizen is considerably rarer than the 
  middle-class, which is a shame, because they’ll pay 
  anything.  Wealthy citizens can be anyone from movie 
  stars to entrepreneurs to heiresses.  Fortunately, being 
  a skeptic is not a requirement to be rich—indeed, 
  many wealthy individuals form their own Ghost 
  Hunter groups out of sheer morbid curiosity.  That, 
  and the fact that rich people still die like the rest of us, 
  so they’re just as interested in the afterlife.  Wealthy 
  citizens sometimes adopt a Ghost Hunter group, but 
  this more extraordinary than those late night TV 
  commercials would lead you to believe.
  Tabloid
  Tabloids rarely seek out Ghost Hunters.  Rather, they 
  offer bounties on strange phenomena.  If a Ghost 
  Hunter can get a ghost on ﬁlm, scoop up a bit of 
  etherplasm, or otherwise pique the public’s interest, 
  it’s likely a tabloid is willing to pay good money for 
  it.  In short, if it would make a good headline, tabloids 
  will pay and pay well.  Unfortunately, these “ghost 
  bounties” are often broadcast to every crazy in the 
  neighborhood, so Ghost Hunters have to compete with 
  amateur photographers, spiritualists, and other tabloid 
  journalists.
  Places of Power
  Got the employer?  Check.  Got the contract?  Check.  
  So now what? Well, all that’s left is to visit the area 
  where the ghosts are lurking.  That’s the good news.  
  The bad news is…the Ghost Hunter has to visit the 
  area where the ghosts are lurking.
  Haunted Places
  Ghost Hunters usually end up hunting ghosts in 
  places where everyone expect them to: graveyards, 
  battleﬁelds, sites of horrible murders or torture.  It’s 
  no coincidence.  Ghosts can show up just about 
  anywhere, but places that are charged with negative 
  energy display traits that encourage ghosts to “live” 
  there.  Or is that “unlive”?
  These areas tend to be lonely, haunted planes, 
  drained of color and ﬁlled with winds bearing the 
  soft moans of those who died there.  Each Charisma 
  check made to turn undead within this area takes a –3 
  profane penalty, and every undead creature entering 
  a haunted area gains a +1 profane bonus on attack 
  rolls, damage rolls, and saving throws.  An undead 
  creature created within or summoned into such an area 
  gains +1 hit points per HD.  Living creatures suffer 
  1 point of temporary Wisdom damage per hour spent 
  in such a place.  At 0 Wisdom, the character becomes 
  Frightened and runs screaming from the area.
  Magical Places
  Ley lines are perfect conduits to conduct magic 
  rituals.  These are junctures, both of physical features 
  of the landscape as well as magical forces. 
  All spells are considered to have a metamagic feat 
  applied to them without changing the spell slot 
  required or the casting time.  Each ley line creates the 
  same effect each time.  Thus, a ley line crossing under 
  Old Man Crotchety’s House might Heighten all spells, 
  as per the feat.  This is precisely why cultists and 
  arcanists set up shop in  places of magic.
  TABLE 2-4: HAUNTED PLACES
  1d100
  Location
  1-2
  Battleﬁeld
  3-4
  Bridge
  5-8
  Burial Mound
  9-10
  Cave
  11-14
  Cemetery
  15-16
  Church
  17-18
  Community Center
  19-20
  Courthouse
  21-24
  Crossroads
  25-26
  Factory
  27-28
  Forest
  29-30
  Highway
  31-32
  Hill
  33-36
  Hospital
  37-40
  Hotel
  41-44
  House
  45-48
  Inn
  49-50
  Library
  51-52
  Mansion
  53-54
  Military Barracks
  55-56
  Mine
  57-58
  Mountain
  59-60
  Museum
  61-62
  Park
  63-64
  Plantation
  65-68
  Prison
  69-70
  Railroad
  71-74
  Restaurant
  75-78
  Sanitarium
  78-82
  School
  83-84
  Ship
  85-86
  Swamp
  87-90
  Theatre
  91-92
  Tree
  93-96
  University
  97-100
  Well
  
  Blood and Spooks
  Page - 32
  Chapter Two: Ghost Hunting
  TABLE 2-6: INTERDIMENSIONAL TRIANGLES
  1d10
  Event
  Effect
  1
  Time Distortion 1 round spent in the interdimensional triangle equates to one day in the normal world.
  2
  Cyclone
  A powerful cyclone of raging wind appears for 1d20 rounds, moving at a speed of 60 ft. per round.  
  It is 10 ft. wide at the base, 30 ft. wide at the top, and 30 ft. tall.  Any Large or smaller creature that 
  comes in contact with the spell effect must succeed on a Reﬂex save or take 3d6 points of damage.  
  A Medium or smaller creature that fails its ﬁrst save must succeed on a second one or be picked up 
  bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each 
  round each turn with no save allowed.
  3
  Pit
  A circular pit 15 ft. wide opens underneath the characters; it is 1d10 X 10 feet deep.  If the characters 
  are over water, it becomes a whirlpool instead.
  4
  Rain
  The characters are pelted with a rain of small objects (anything from ﬂowers to rotten fruit), which 
  disappear upon striking.  The barrage continues for 1 round.  During this time the targets are blinded 
  and must make Concentration checks (DC 15 + spell level) to cast spells.
  5
  Fog
  A stationary misty vapor arises around you in a 1 mile radius.  The vapor obscures all sight, including 
  darkvision, beyond 5 ft.  A creature 5 ft. away has concealment (attacks have a 20% miss chance).  
  Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to 
  locate the target).  A moderate wind (11 to 20 mph) disperses the fog in 4 rounds.  A strong wind (21+ 
  mph) disperses the fog in 1 round.  An explosion burns away the fog in the explosive or ﬁery spell’s 
  area.
  6
  Madness
  Everyone within 30 ft. must make affected by a confusion spell as if cast by a 20th level caster.
  7
  Healing
  Everyone within 30 ft. receives the effect of a mass cure light wounds spell.
  8
  Darkness
  A darkness and a silence effect cover a 30-ft. radius around the characters for 2d4 rounds.
  9
  Gravity
  All unattached objects and creatures within a 30-ft. area around the characters fall upward and reach 
  the top of the area in 1 round.  If some solid object (such as a ceiling) is encountered in this fall, 
  objects and creatures strike it in the same manner as they would during a normal downward fall.  If 
  an object or creature reaches the top of the area without striking anything, it remains there, oscillating 
  slightly, for 1 round.  After 1 round, affected objects and creatures fall downward.  Provided it has 
  something to hold onto, a creature caught in the area can attempt a Reﬂex save to secure itself when 
  the spell strikes.  Creatures who can ﬂy or levitate can keep themselves from falling.
  10
  Ghosts
  1d4 ghosts with a CR equal to the PCs’ level appear and attack.
  11
  Phantoms
  Everyone within a 30 ft. radius is affected by a phantasmal killer spell as if cast by a 20th level caster.
  12
  Colors
  Shimmering colors swirl around the characters for 1d4 rounds.  Treat this a glitterdust effect with a 
  save DC of 20.
  Interdimensional Triangles
  When ley lines from three different directions 
  converge, they create an interdimensional triangle, 
  like the Bermuda Triangle.  These nexuses can 
  be anywhere, making life very difﬁcult for the 
  inhabitants.  Fortunately, most interdimensional 
  triangles have been around for a very long time and 
  have pretty much cleared out anyone sane who might 
  be living there.  That’s a good thing, because some 
  very strange things happen in an interdimensional 
  triangle, as evidenced by the below table.
  General Tips
  Okay so you’re going to go ghost hunting.  You’ve got 
  your gear, you’ve got the guts, and you’re prepped for 
  encounters with the supernatural.  Don’t forget these 
  important tips:
  • Check out your prospective site during the 
  daytime.  Ghosts aren't nearly as dangerous as 
  panicked Ghost Hunters running around like 
  chickens with their heads cut off.  One wrong step 
  and you could twist an ankle or bump your head.  
  Remember, you're there to hunt ghosts, not become 
  one!
  • Make sure you're not trespassing.  If you are, 
  and if we know Ghost Hunters you probably are, 
  don't get caught.  Most graveyards are open to 
  the public, but relatives of the buried may not be 
  too happy with you mucking around.  If the local 
  authorities do catch you in a place where you don't 
  belong…
  • Bring your ID.  You'll need it.
  • Never go it alone.  You're not THAT stupid are 
  you?
  • The best time to catch psychic phenomena is 
  between 9 p.m. and 6 a.m.  So be ready.
  • Do your research.  The more you know, the more 
  likely you are to recognize Sir Edward Bignose V, 
  lord of Stinkberry Manor.
  TABLE 2-5: MAGICAL PLACES
  1d10
  Feat Effect
  1
  Empower Spell
  2
  Enlarge Spell
  3
  Extend Spell
  4
  Heighten Spell
  5
  Maximize Spell
  6
  Quicken Spell
  7
  Silent Spell
  8
  Still Spell
  9
  Widen Spell
  10
  Roll Twice
  
  Blood and Spooks
  Page - 33
  Chapter Three: Ghostly FX
  Not all Ghost Hunters walk the well-lit path of science 
  and technology.  Some use good old-fashioned magic 
  to combat the supernatural.  A lot of them suck at it. 
  Those Ghost Hunters that do not suck too badly might 
  survive to utilize these new powers.
  New Powers
  Anchored Navigation
  Clairsentience (Wis)
  Level: Clairvoyant 4, Geomancer 4
  Display: Material, Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: The manifester
  Duration: 1 hour/level
  Power Points: 7
  The manifester knows where he is in relation to a 
  ﬁxed starting point, which is essential for setting up 
  a mishap-free teleport beacon.  While the duration 
  lasts, the manifester is aware of his exact distance 
  and route (physical or psychoportive) back to a ﬁxed 
  starting point.  The “anchored” starting point is the 
  manifester’s exact location when  he utilizes the 
  power.  To designate other anchored starting points, 
  the manifester must utilize this power multiple times 
  and be present at the desired locations when the he 
  does so.  The manifester can also retrace his steps 
  through a maze automatically while the power lasts, 
  without resorting to a map.
  Anchored navigation grants the manifester a 
  mindlink with one designated creature who remains 
  within a 60-foot radius of the starting point, regardless 
  of the distance between the manifester and the 
  creature.  The use of anchored navigation is conﬁned 
  to the plane of existence where manifested.
  Augury
  Clairsentience (Wis)
  Level: Clairvoyant 2
  Display: Olfactory, Auditory
  Manifestation Time: 1 action
  Range: Personal
  Target: The manifester
  Duration: Instantaneous
  Power Points: 3
  Elio focused his new camcorder 
  on Joey’s broad face.  They were sitting in the 
  minivan that the Long Island branch of the 
  ICECC used for transportation.  
  “So Joey, tell us how you became a ghost 
  hunter?”
  Joey, sitting in the driver’s seat, frowned in 
  thought.  “Well, I prefer to approach ghosts by 
  researching their backgrounds and discovering 
  why they choose to remain here on Earth.  Most 
  have some unﬁnished business.  Others don’t 
  know they’re—”
  “Wait.  You’re a researcher?” said Elio.
  “Yeah, so?”
  “How much do you weigh, Joey?”
  “About 250 pounds.  Why?”
  “You’re what, six foot three, six foot four?”
  Brenda threw open the side of the caravan in a 
  huff.  “Athame!  Athame!  Where the hell is my 
  athame?” she shouted.  
  Joey reached into the back without looking 
  away from the camera and produced a wavy-
  bladed knife.  Brenda grabbed it and ran back into 
  the building behind the minivan.
  “Six foot four and a half, actually.”
  Elio snickered from behind the camera. 
  “Shouldn’t you be up there, ﬁring those electron 
  thingies at the spooks?”
  Joey leaned in to the camera, close enough that 
  Elio involuntarily leaned backwards.  “When it 
  comes to ghosts, strength and size don’t mean 
  much. What am I gonna do, punch them?”
  Above them, there was a loud curse as a 
  wiggly beam of energy blasted through one of the 
  windows of the second ﬂoor. Glass tinkled around 
  the minivan.  
  “Good point.  So why exactly are you dressed 
  up in that super villain getup?”
  
  Blood and Spooks
  Page - 34
  Chapter Three: Ghostly FX
  An augury can tell whether a particular action will 
  bring good or bad results for the manifester in the 
  immediate future.  The base chance for receiving a 
  meaningful reply is 70%, plus 1% per manifester 
  level; the DM makes the roll secretly.  The DM may 
  determine that the question is so straightforward that 
  a successful result is automatic, or so vague as to have 
  no chance of success.  If the augury succeeds, the 
  manifester receives one of four results:
  • 
  “Weal” (if the action will probably bring good 
  results).
  • 
  “Woe” (for bad results).
  • 
  “Weal and woe” (for both).
  • 
  “Nothing” (for actions that don’t have especially 
  good or bad results).
  If the power fails, the manifester receives the 
  “nothing” result.  A clairvoyant who gets the 
  “nothing” result has no way to tell whether it resulted 
  from a failed or successful augury.
  The augury can see into the future for about half 
  an hour, so anything that might happen after that 
  does not affect it.  Thus, it might miss the long-
  term consequences of the contemplated action.  All 
  auguries manifested by the same person about the 
  same action use the same die roll result as the ﬁrst 
  augury.
  Aura Sight
  Clairsentience (Wis)
  Level: Clairvoyant 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation centered on the 
  manifester
  Duration: Concentration, up to 10 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  Auras are invisible to the naked eye, but to a psionic 
  viewer manifesting this power they appear as glowing 
  halos or envelopes of colored light that surround all 
  objects.  The color of each aura reveals information 
  to the psionic character.  The amount of information 
  revealed depends on how long the manifester studies a 
  particular area.
  Joey was in an all-black skintight costume.  He 
  wore a bright yellow belt, and matching pair of 
  gloves and boots.  He wore a small black mask 
  that only covered his eyes. There was a large 
  yellow “J” on his chest.
  “Well, you see, sometimes the best way to 
  defeat a ghost is to let them defeat themselves. 
  This spirit here was a kid who read way too many 
  comic books.”
  “Not from what Jorge described,” said Elio.  
  “He said it was a real superhero type, big 
  muscles, strong jaw, the whole nine yards.”
  “Right.  Ghosts manifest in the strongest image 
  they associate with themselves. All that spooky 
  Halloween crap is from the Middle Ages, when 
  corpses were wrapped in burial shrouds.  That’s 
  what people expected ghosts to look like, so that’s 
  how they manifested.  This kid, Sam Jeffries, 
  used to be picked on all the time.  He died when 
  he got high and jumped out of the second story 
  window.  Thought he was a superhero, ya see.”
  There was another sound of shattering glass.  
  Elio turned the camera just in time to catch a 
  chair ﬂying out of the second story window.  It 
  smashed through the hood of a parked car, setting 
  off the wail of the car alarm.  Dogs in nearby 
  yards started barking.
  “Sammy boy was picked on a lot in high 
  school.  Jorge and Brenda, all they’re doing is 
  heightening his anxiety.”
  “So if I’m understanding this right,” said Elio, 
  “you’re telling me he thinks they’re bullying 
  him? And you’re…Super Joey?”
  “Right,” he ignored the moniker. “Their 
  presence is just making him angrier.”
  The sound of a knife whistled through the 
  air overhead.  The wavy blade of the athame 
  suddenly thrust through the roof of the minivan, 
  buried to the hilt.
  
  Blood and Spooks
  Page - 35
  Chapter Three: Ghostly FX
  1st Round: Presence of good and evil auras in the 
  area.  The manifester can’t pin an aura to a particular 
  object or individual at this stage; instead, he sees a 
  colored haze suffusing the area.  (This power can 
  detect lawful and chaotic auras as well, but doing so 
  requires a separate manifestation that focuses only on 
  that alignment axis.)
  2nd Round: Number of auras (creatures, objects, 
  powers, or spells) in the area.  The manifester knows 
  how many auras are in the area, even though each aura 
  doesn’t resolve to its actual location yet.
  3rd Round: The owner of each aura is revealed, 
  unless the individual is outside the manifester’s line of 
  sight.  If a creature whose aura the manifester detects 
  has 5 or more Hit Dice than the manifester does, the 
  manifester is overwhelmed by its presence and dazed 
  for 1 round, and the power ends.
  Chi Absorption
  Metacreativity (Int)
  Level: Geomancer 5
  Display: Visual, Mental
  Manifestation Time: 1 action
  Range: Medium 100 ft.
  Area: 100-ft.-radius emanation
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 9
  By creating a concave hemisphere of chi, the 
  manifester collects chi in the area.  Chi absorption 
  makes it easier for other psionic characters to manifest 
  their powers (the character is not affected by his own 
  chi absorption manifestation).  All psionic activity 
  within the area costs half as many power points to 
  manifest, unless opponents make a successful Will 
  save each time they manifest a power.  Chi absorption 
  cancels out chi deﬂection.
  Chi Barrier
  Metacreativity (Int)
  Level: Geomancer 3
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Touch
  Area: 10-ft.-radius emanation
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Power Resistance: No; see text
  Power Points: 5
  This power wards a creature from attacks by positive 
  or negative energy creatures, including undead.  It 
  creates a magical barrier around the subject at a 
  distance of 1 foot.  While within the barrier, any 
  non-positive or –negative being gains a +2 deﬂection 
  bonus to Defense and a +2 resistance bonus on saves 
  against attacks made or effects created by positive- or 
  negative-energy creatures.  The power also prevents 
  bodily contact by positive- or negative-energy 
  creatures.  This causes the natural weapon attacks of 
  such creatures to fail and the creatures to recoil if such 
  attacks require touching the warded creature.  The 
  protection against contact by positive- or negative--
  energy creatures ends if the creature leaves the circle.  
  Power resistance can allow a creature to overcome 
  this protection and touch a creature within the warded 
  area.
  Chi Cage
  Metacreativity (Int)
  Level: Geomancer 5
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Barred cage (20-ft. cube)
  Duration: 2 hours/level (D)
  Saving Throw: None
  “If you’ll excuse me, I need to test my theory.” 
  “By all means,” said Elio, backing out of the 
  minivan with the camera still trained on the 
  massive man.
  The minivan rocked as it was relieved of Joey’s 
  bulk.  He walked up to the entrance to the house 
  and cleared his throat.  
  “I am the diabolical villain known as…” he 
  paused as he glanced at the camera, “Captain J! I 
  have come to defeat you!”
  The sounds of smashing furniture stopped.  
  “Okay, that got his attention” Joey dragged 
  a large piece of canvas out of the minivan.  He 
  pulled out a bulky-looking fan with one hand and 
  placed it on the ground. 
  Joey connected the engine to the canvas.  He 
  ﬂipped a switch and the fan shuttered to life.  Air 
  began ﬁll the canvas, billowing out into the shape 
  of a large mattress.
  “Do me a favor and make sure the fan stays 
  connected to the mattress.  Sometimes the 
  umbilical slips off and…well, that would be bad.”
  Elio nodded with the camera.  “Keep fan on.  
  Got it.”
  Joey turned back to the house.  He pointed 
  skywards. “Here I come!” Then he ran into the 
  house.
  Elio turned the camera on himself.  “Some 
  days, I wonder if this show was a good idea.”
  The smashing and crashing resumed.  With 
  a loud “AYEEEEEE!” Joey’s bulk ﬂew out of 
  through the window and landed right in the center 
  of the mattress.  
  Elio trained the camera on him. He was 
  covered in goo.  
  “You have defeated me!” shouted Joey back 
  at the house. “I, the diabolical villain known as 
  Captain J, have been brutally beaten by Super 
  Sammy! Urk!  Ack!  Ahhhh…” He fell to the 
  
  Blood and Spooks
  Page - 36
  Chapter Three: Ghostly FX
  Power Resistance: No
  Power Points: 9
  This power brings into being an immobile, invisible 
  cubical prison composed of bars of chi.  Creatures 
  made of positive or negative energy (including 
  undead) within the area are caught and contained 
  unless they are too big to ﬁt inside, in which case the 
  power automatically fails.  Teleportation and other 
  forms of astral travel provide a means of escape, but 
  the chi bars extend into the Ethereal Plane, blocking 
  ethereal travel.  Like the wall of chi power, a chi 
  cage can be destroyed by negate psionics.  The chi 
  manifests in a 20-foot cube made of bands of chi 
  (similar to the wall of chi power) for bars.  The bands 
  are a half-inch wide, with half-inch gaps between 
  them.  Beings that are not composed of negative 
  or positive energy can freely pass through the chi 
  cage.  Any creature capable of passing through such 
  a small space can escape; others are conﬁned.  The 
  manifester can’t attack a creature in a barred cage with 
  a weapon unless the weapon can ﬁt between the gaps.  
  Even against such weapons (including arrows and 
  similar ranged attacks), a creature in the barred cage 
  has cover.  All powers and breath weapons can pass 
  through the gaps in the bars.
  Chi Deﬂection
  Metacreativity (Int)
  Level: Geomancer 5
  Display: Visual, Mental
  Manifestation Time: 1 action
  Range: Medium 100 ft.
  Area: 100-ft.-radius emanation
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 9
  By creating a concave hemisphere of chi, the 
  manifester deﬂects chi from entering the area.  Chi 
  deﬂection makes it more difﬁcult for other psionic 
  characters to manifest their powers (the character is 
  not affected by his own chi deﬂection manifestation).  
  All psionic activity within the area requires twice as 
  many power points to manifest, unless opponents 
  make a successful Will save each time they manifest 
  a power.  Freely manifesting 0-level powers takes 1 
  full round, instead of 1 action, in a chi deﬂection ﬁeld.  
  Chi deﬂection cancels out chi absorption.
  Chi Knot
  Metacreativity (Int)
  Level: Geomancer 5
  Display: Visual (see text)
  Manifestation Time: 1 min.
  Range: 10 ft.
  Area: 10-ft.-radius emanation
  Duration: 1 round/level (D)
  Saving Throw: Will negates (for that creature only)
  Power Resistance: Yes
  Power Points: 9
  The manifester creates a chi loop of sorts that causes 
  chi to be sucked into the area of effect and then loop 
  back onto itself, growing stronger and stronger each 
  round.  For each living being in the area of effect, 
  it provides a cumulative +1 bonus to DCs set when 
  manifesting a power (including using a psionic attack 
  mode) and a cumulative +1 bonus when making 
  saving throws against powers (including Will saves 
  against psionic attack modes).  Only psionic beings 
  can take advantage of this bonus, which is divided 
  equally amongst them.
  Chi Web
  Metacreativity (Int)
  Level: Geomancer 2
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Webs in a 20-ft.-radius spread
  Duration: 10 min./level (D)
  Saving Throw: Reﬂex negates; see text
  Power Resistance: No
  Power Points: 3
  Chi web creates an invisible mass of strands formed 
  of chi.  These strands trap any being composed of 
  positive or negative energy, including undead.  The 
  strands are similar to spider webs but far larger and 
  tougher.  These masses must be anchored to two or 
  more solid and diametrically opposed points or else 
  the chi web collapses upon itself and disappears.  
  Positive- or negative-creatures caught within a chi 
  web become entangled among the gluey ﬁbers.  
  Attacking a creature in a chi web won’t cause the 
  manifester to become entangled.  Anyone in the 
  effect area when the power is manifested must make 
  a Reﬂex save.  If this save succeeds, the creature is 
  entangled, but not prevented from moving, though 
  ground, clutching his chest.  Joey’s head fell back 
  and his tongue lolled out of his mouth.
  Elio focused in on his face.  “Please don’t be 
  dead,” he said as he gingerly poked him with one 
  hand, trying to avoid touching the goo.
  One eye snapped open.  “Did it work?” Joey 
  asked out of one side of his mouth.
  Jorge limped to the window.  “I think he’s 
  gone!” he shouted below.
  Joey hopped up and kicked the switch on the 
  fan in reverse.  He stood in heroic, if somewhat 
  overweight, proﬁle as Elio narrated:
  “Inﬂatable mattress: $100.  Super villain 
  costume: $50.  Seeing the look on your friends’ 
  faces when they realize how cheap it can be to 
  bust ghosts?  Priceless.”
  
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  Chapter Three: Ghostly FX
  moving is more difﬁcult than normal for being 
  entangled (see below).  If the save fails, the creature 
  is entangled and can’t move from its space, but can 
  break loose by spending 1 round and making a DC 20 
  Wisdom check or a DC 25 Escape Artist check.
  Once loose (either by making the initial Reﬂex save 
  or a later Wisdom check or Escape Artist check), a 
  creature remains entangled, but may move through the 
  chi web very slowly.  Each round devoted to moving 
  allows the creature to make a new Wisdom check or 
  Escape Artist check.  The creature moves 5 feet for 
  each full 5 points by which the check result exceeds 
  10.  If the manifester has at least 5 feet of chi web 
  between the manifester and an opponent, it provides 
  cover.  If the manifester has at least 20 feet of chi web 
  between him and an opponent, it provides total cover.
  Clairtangent Hand
  Clairsentience (Dex) 
  Level: Medium 5
  Display: Auditory, Mental, Visual
  Manifesting Time: 1 standard action
  Range: See text
  Area: See text
  Duration: Up to 1 min./level; see text (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  The manifester can emulate a far hand effect at any 
  distance while simultaneously emulating clairvoyant 
  sense to target the manifester’s far hand; see the 
  appropriate power descriptions.  Clairtangent hand’s 
  duration is up to 1 minute per level when used with a 
  far hand effect.
  Control Light
  Psychokinesis [Light] (Dex)
  Level: Medium 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Nine 10-ft. cubes + three 10-ft. cubes/level
  Duration: Concentration, up to 1 min./level, or 1 
  round; see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  By manipulating the ambient light level, the 
  manifester can decrease or increase the illumination 
  of an area.  The change in illumination can be gradual 
  (taking as long as 1 minute) or sudden (occurring 
  immediately when the manifester utilizes this power).  
  The manifester can alter the level of illumination 
  from its original level at any time during the power’s 
  duration.
  Decrease. The manifester can decrease the 
  illumination of an area by as little as 5% (barely 
  perceptible) or as much as 100% (total darkness).  If 
  the manifester decreases the light by 50% or more, 
  the visual ability of creatures that depend on light to 
  see declines accordingly.  If the manifester decreases 
  the ambient light in an area by 100%, even those 
  with lowlight vision are unable to see within the 
  affected area.  For each 25% decrease in ambient 
  light, characters in the area gain a cumulative +1 
  circumstance bonus on Hide checks (to a maximum of 
  +4 when all the light is gone).
  Increase. The manifester can increase the 
  illumination of an area by as little as 5% (barely 
  perceptible) or as much as 100%.  If the manifester 
  increases the light by 50% or more, the visual ability 
  of creatures that depend on light to see improves 
  accordingly.  The manifester can use this power 
  to increase the illumination of an area by 200% 
  (improving visual abilities accordingly), but in such a 
  case the power’s duration is only 1 round.
  Create Sound
  Metacreativity (Creation) [Sonic] (Int)
  Level: Medium 1
  Display: Auditory; see text
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Sounds; see text
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  The manifester creates a volume of sound that rises, 
  recedes, approaches, or remains at a ﬁxed place.  The 
  manifester chooses what type of sound the power 
  creates when manifesting it and cannot thereafter 
  change its basic character.  The volume of sound 
  created, however, depends on the manifester’s level.  
  The manifester can produce as much noise as four 
  normal humans per his level (maximum twenty 
  humans).  Thus, talking, singing, shouting, walking, 
  marching, or running sounds can be created.  The 
  noise produced can be virtually any type of sound 
  within the volume limit.  A horde of rats running and 
  squeaking is about the same volume as eight humans 
  running and shouting.  A roaring lion is equal to the 
  noise from sixteen humans, while a roaring dire lion is 
  equal to the noise from twenty humans.
  If the manifester wishes to create a speciﬁc 
  message, up to twenty-ﬁve words can be created, and 
  those words repeat over and over until the duration 
  expires or the power is dismissed.  If the manifester 
  attempts to exactly duplicate the voice of a speciﬁc 
  individual or an inherently terrifying sound (such as 
  a dragon’s roar), the manifester must succeed on a 
  Bluff check with a +2 circumstance bonus opposed by 
  the listener’s Sense Motive check to avoid arousing 
  suspicion.
  
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  Chapter Three: Ghostly FX
  Create sound can be used to bring sounds into 
  existence that the manifester later manipulates by 
  manifesting control sound.
  Danger Sense
  Clairsentience (Wis)
  Level: Clairvoyant 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: The manifester
  Duration: 1 hour/level (D)
  Power Points: 5
  The manifester can sense the presence of danger 
  before his normal senses would.  The manifester’s 
  intuitive sense alerts him to danger from traps, giving 
  him a +4 insight bonus on Reﬂex saves to avoid traps 
  and a +4 insight bonus to Armor Class against attacks 
  by traps.
  Deceleration
  Psychoportation (Dex)
  Level: Geomancer 1
  Display: Auditory, Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One Medium or smaller creature
  Duration: 1 min./level
  Saving Throw: Reﬂex negates
  Power Resistance: Yes
  Power Points: 1
  The manifester warps space around an individual, 
  hindering the subject’s ability to move.  The subject’s 
  speed (in any movement mode it possesses) is halved.  
  A subsequent manifestation of deceleration on the 
  subject does not further decrease its speed.
  Destiny Dissonance
  Clairsentience (Wis)
  Level: Clairvoyant 1
  Display: Material, Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 1
  The manifester’s mere touch grants his foe an 
  imperfect, unfocused glimpse of the many possible 
  futures.  Unaccustomed to and unable to process the 
  information, the subject becomes sickened for 1 round 
  per level of the manifester.
  Detect Chi
  Clairsentience (Wis)
  Level: Geomancer 0
  Display: Visual, Auditory
  Manifestation Time: 1 action
  Range: 60 ft.
  Area: Quarter circle emanating from the manifester 
  to the extreme of the range
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  The manifester detects chi auras. The amount of 
  information revealed depends on how long he studies 
  a particular area or subject:
  1st Round: Presence or absence of chi auras.
  2nd Round: Number of different chi auras and the 
  strength of the strongest aura.  An overwhelming aura 
  stuns the manifester for 1 round and the power ends.
  3rd Round: The strength and location of each aura.  
  If the items or creatures bearing the auras are in line 
  of sight, the manifester can make Psicraft checks to 
  determine the discipline involved in each.  (Make one 
  check per aura; DC 15 + power level, or 15 + half 
  manifester level for a nonpower effect.)
  Chi areas, multiple disciplines, or strong local chi 
  emanations may confuse or conceal weaker auras.
  Aura Strength. An aura’s chi power and strength 
  depend on a power’s functioning power level or an 
  item’s manifester level.  If an aura falls into more than 
  one category, detect chi indicates the stronger of the 
  two.
  Functioning Power 
  Level
  Item Manifester 
  Level
  Aura 
  Strength
  0-level
  Lingering aura
  Dim or lingering
  1st–3rd
  1st–5th
  Faint
  4th–6th
  6th–11th
  Moderate
  7th–9th
  12th–20th
  Strong
  Artifact
  Beyond mortal or 
  deity-level chi
  Overwhelms 
  manifester
  Time Aura Lingers. How long the aura lingers 
  depends on its original strength.
  Original Strength
  Duration
  Faint
  1d6 minutes
  Moderate
  1d6x10 minutes
  Strong
  1d6 hours
  Overwhelming
  1d6 days
  Note: Each round, the manifester can turn to detect 
  things in a new area. The manifester can tell the 
  difference between magical and chi auras.  The power 
  can penetrate barriers, but 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood 
  or dirt blocks it.
  Detect Hostile Intent
  Telepathy [Mind-Affecting] (Cha)
  Level: Clairvoyant 2
  Display: Olfactory
  Manifesting Time: 1 standard action
  
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  Chapter Three: Ghostly FX
  Range: 30 ft.
  Area: 30-ft.-radius emanation centered on the 
  manifester
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  While the duration of this power lasts, the manifester 
  becomes aware of the presence of any creatures 
  with hostile intent within 30 feet of him, and their 
  direction (but not their speciﬁc location).  The power 
  detects active aggression, as opposed to vigilance.  In 
  addition, while this power is active the manifester 
  cannot be surprised or caught ﬂatfooted by creatures 
  that are susceptible to mind-affecting powers.
  While under the effect of this power, the manifester 
  can make Sense Motive checks as a free action 
  against anyone within 30 feet of him.  The power 
  can penetrate barriers, but 3 feet of stone, 3 inches of 
  common metal, 1 inch of lead, or 6 feet of wood or 
  dirt blocks it.
  Detect Remote Viewing
  Clairsentience (Wis)
  Level: Clairvoyant 4
  Display: Mental, Visual
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on the 
  manifester
  Duration: 24 hours
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  The manifester immediately becomes aware of any 
  attempt to observe him by means of a clairsentience 
  (scrying) power or divination (scrying) spell.  The 
  power’s effect radiates from the manifester and moves 
  with him.  The manifester knows the location of every 
  psionic or magical sensor within the power’s area.
  If the viewing attempt originates within the area, 
  the manifester also knows the viewer’s location.  
  Otherwise, the manifester and the remote viewer 
  immediately make opposed manifester level checks 
  (1d20 + manifester level or viewer’s caster level, as 
  appropriate).  If the manifester matches the remote 
  viewer’s result, the manifester gets a visual image of 
  the remote viewer and an accurate sense of the remote 
  viewer’s direction and distance.
  Detect Teleportation
  Clairsentience (Wis)
  Level: Geomancer 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on the 
  manifester
  Duration: Concentration, up to 1 min. (D)
  Saving Throw: No
  Power Resistance: No
  Power Points: 1
  The manifester senses the use of any effects of the 
  teleportation subdiscipline within the area.  The 
  manifester senses the use of these powers whether or 
  not the he has line of sight or line of effect (although 
  a force effect prevents this detection).  When the 
  manifester senses the use of an appropriate power, 
  he knows the direction in which the power was used, 
  though not the distance or the exact effect.
  Dismiss Etherplasm
  Metacreativity (Int)
  Level: Medium 4
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Area: 30-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Power Resistance: No
  Power Points: 5
  The manifester dismisses creatures, objects, or effects 
  composed of etherplasm, (such as the etherplasmic 
  cocoon power) or that were formerly composed of 
  etherplasm (such as items created by metacreativity 
  [creation] powers).  An etherplasmic creature that 
  fails its Will saving throw dissipates into so much 
  constituent etherplasm, which evaporates immediately.
  A creature under the effect of the etherplasmic form 
  power that fails its saving throw is either destroyed 
  outright or physically shifted to a random location on 
  the Ethereal Plane (50% chance for either result).
  Other ongoing powers that create etherplasmic 
  objects or effects, such as etherplasmic cocoon, are 
  dismissed if the manifester succeeds on a level check 
  (1d20 + the manifester’s level, maximum +10) against 
  a DC of 11 + the power’s manifester level.
  Divert Chi
  Metacreativity (Int)
  Level: Geomancer 5
  Display: Visual (see text), Mental
  Manifestation Time: 1 action
  Range: Touch
  Area: Up to two 10-ft. cubes/level (S)
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 9
  The manifester creates an invisible path in any shape 
  he or she chooses, up to the limit of the maximum 
  area for his level.  This path absorbs chi at one end 
  and siphons it towards the other end.  The halfway 
  point is always the middle between the two furthest 
  
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  Chapter Three: Ghostly FX
  points of the path.  Any psionic creatures within the 
  ﬁrst part of the path are drained of 2 power points/
  level.  Any nonpsionic beings, or psionic beings that 
  currently have no power points, are drained of 1 
  temporary Wisdom point/level.
  Drained power points are transferred immediately 
  to psionic living beings on the other end of the path, 
  divided evenly amongst all the recipients (rounded 
  up).  The recipients can’t gain more power points than 
  they normally have available in one day.  The stolen 
  power points remain in the recipients’ reserve until 
  used normally.  Drained Wisdom points are transferred 
  immediately to living beings on the other end of 
  the path, divided evenly amongst all the recipients 
  (rounded up).  Note that it is possible for a drained 
  individual to restore his points by walking over to the 
  other side of the path.
  Divination
  Clairsentience (Wis)
  Level: Clairvoyant 4
  Display: Mental, Visual
  Manifesting Time: 10 min.
  Range: Personal
  Target: The manifester
  Duration: Instantaneous
  Power Points: 7
  Similar to augury but more powerful, a divination 
  power can provide the manifester with a useful 
  piece of advice in reply to a question concerning a 
  speciﬁc goal, event, or activity that is to occur within 
  one week.  The advice can be as simple as a short 
  phrase, or it might take the form of a cryptic rhyme 
  or omen.  If the manifester’s party doesn’t act on the 
  information, the conditions may change so that the 
  information is no longer useful.  The base chance 
  for a correct divination is 70% + 1% per manifester 
  level, to a maximum of 90%.  If the dice roll fails, the 
  manifester knows the power failed, unless speciﬁc 
  magic yielding false information is at work.
  As with augury, multiple divinations about the 
  same topic by the same manifester use the same dice 
  result as the ﬁrst divination power and yield the same 
  answer each time.
  Etherplasmic Armor
  Metacreativity (Int)
  Level: Medium 5
  Display: Visual; see text
  Manifestation Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 9
  The subject is covered in etherplasmic armor that 
  provides a +10 armor bonus to Defense.  Other armor 
  cannot be worn at the same time as etherplasmic 
  armor.  If the subject takes off the etherplasmic armor, 
  it immediately dissipates.  Treat etherplasmic armor 
  as leather armor for purposes of armor check penalty 
  or speed reduction.  Because the armor is composed 
  of etherplasm (emulating force for the purposes of this 
  power), incorporeal creatures can’t bypass it the way 
  they do normal armor.
  Etherplasmic Cocoon
  Metacreativity (Int)
  Level: Medium 3
  Display: Auditory, Material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target: One Medium or smaller creature
  Duration: 1 round/level (D)
  Saving Throw: Reﬂex negates
  Power Resistance: No
  Power Points: 5
  The manifester draws writhing strands of etherplasm 
  from the Ethereal Plane that wrap up the subject like a 
  mummy.  The subject can still breathe but is otherwise 
  helpless, unable to speak, take any physical actions, 
  or see outside the cocoon.  The subject’s nostrils are 
  clear (air passes through the cocoon normally).  The 
  subject can execute purely mental actions (such as 
  manifesting powers or casting spells which have no 
  verbal, somatic, or material components).
  Cutting or damaging the cocoon can free a 
  victim.  The cocoon has hardness 8 and 20 hit 
  points.  Teleportation and other forms of travel 
  provide a means of escape, but the cocoon extends 
  into the Ethereal Plane, blocking ethereal travel.  
  An etherplasmic cocoon can’t be affected by dispel 
  psionics, but it can be dismissed with dismiss 
  etherplasm, or otherwise destroyed by extreme 
  measures or items.
  The creature within the cocoon is visible only as 
  a vague shape (substantial enough to interrupt line 
  of sight) and cannot be directly harmed or interacted 
  with unless the cocoon is destroyed.  The cocooned 
  creature can be moved normally (the weight of the 
  cocoon is negligible).
  A creature that is cocooned while aloft begins to fall 
  immediately, and a creature that is cocooned while 
  swimming or underwater may drown.
  Etherplasmic Form
  Psychometabolism (Con)
  Level: Medium 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: The manifester
  Duration: 1 min./level (D)
  Power Points: 5
  
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  Chapter Three: Ghostly FX
  The manifester and all his gear become a partially 
  translucent mass of rippling etherplasm that generally 
  conforms to the manifester’s normal shape.  The 
  manifester gains damage reduction 10/psionics, and 
  immunity to poison and critical hits.  The manifester’s 
  material armor (including inertial armor) becomes 
  meaningless, although the manifester’s size, Dexterity, 
  deﬂection bonuses, and armor bonuses from force 
  effects (such as those gained by inertial armor) still 
  apply to the manifester’s Armor Class.
  The manifester can use powers while in 
  etherplasmic form, but he must make a Concentration 
  check (DC 20 + power level) for each power he 
  attempts.
  The manifester cannot physically attack or speak 
  and loses supernatural abilities (if any) while in 
  etherplasmic form.  The manifester can’t run, but 
  he can ﬂy at a speed of 20 feet (perfect).  The 
  manifester can pass through small holes or narrow 
  openings, even mere cracks, with all he was wearing 
  or holding in his hands.  The manifester is subject 
  to the effects of wind, and can’t enter water or other 
  liquid.  The manifester also can’t manipulate objects 
  or activate items, even those carried along with him.  
  Continuously active items remain active, though in 
  some cases their effects may be moot (such as items 
  that provide armor or natural armor bonuses).
  Etherplasmic Shambler
  Metacreativity (Int)
  Level: Medium 5
  Display: Auditory, Material, Olfactory; see text
  Manifesting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Effect: One etherplasmic manifestation of a size 
  equal to ten 10-ft. cubes (S)
  Duration: 1 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 9
  The manifester fashions an ephemeral, many-
  legged mass of pseudo-living etherplasm called an 
  etherplasmic shambler.  The manifester can direct the 
  shambler as a free action.  It has a speed of 10 feet.  
  It can completely surround objects (and opponents) 
  over which it is manifested or onto which it moves, 
  because it has the consistency of thick mist.  The 
  vision of those within the shambler is limited to 5 feet, 
  and manifesting powers (or casting spells) within the 
  shambler is difﬁcult due to the constant turbulence.
  Creatures enveloped by the shambler, regardless 
  of Armor Class, take 1 point of damage for every 
  two levels the manifester has during each round they 
  become or remain within the roiling turbulence of the 
  shambler.  Anyone trying to manifest a power must 
  make a Concentration check (DC 15 + power’s or 
  spell’s level) to successfully manifest a power or cast 
  a spell inside the shambler.
  A wind stronger than 20 miles per hour that blows 
  against the shambler reduces its speed to 0 feet during 
  the ﬁrst round and moves it in the direction of the 
  wind at a speed of 5 feet in subsequent rounds.  A 
  wind stronger than 20 miles per hour that blows in the 
  direction the shambler travels increases its speed to 15 
  feet.
  Fabricate, Psionic
  Metacreativity (Int)
  Level: Medium 4
  Display: Material
  Manifesting Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to 10 cu. ft./level; see text
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  The manifester converts material of one sort into a 
  product of the same material.  Creatures or magic 
  items cannot be created or transmuted by the fabricate 
  power.  The quality of items made by this power is 
  commensurate with the quality of material used as the 
  basis for the new fabrication.  If the manifester works 
  with a mineral, the target is reduced to 1 cubic foot 
  per level instead of 10 cubic feet.
  The manifester must make an appropriate Craft 
  check to fabricate articles requiring a high degree of 
  craftsmanship.
  Casting requires 1 round per 10 cubic feet (or 1 
  cubic foot) of material to be affected by the power.
  Forced Sense Link
  Telepathy [Mind-Affecting] (Cha)
  Level: Clarivoyant 2
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  As sense link, except the manifester can use this 
  power on any creature (willing or unwilling).
  Ghost Trap
  Metacreativity (Int)
  Level: Geomancer 2
  Display: Visual, Mental
  Manifestation Time: 3 rounds
  Range: Touch
  Target: Touched nonmagical circle with a 2 ft. 
  diameter + 2 ft./level
  Duration: Until triggered
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  This power enables the manifester to make a circle 
  of chi that functions as a magic trap against creatures 
  made of positive and negative energy, including 
  undead.  When a character manifests ghost trap on the 
  ground, it disappears into the ground (Search DC 23 
  
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  Chapter Three: Ghostly FX
  for a character with the trapﬁnding ability to locate).  
  The ghost trap is magical.  To escape, a trapped 
  creature must make a DC 23 Escape Artist check or 
  a DC 23 Strength check that is a full-round action.  
  The ghost trap has Defense 7 and 5 hit points.  A 
  successful escape from the ghost trap ends the power.
  Greater Negative Chi Spiral
  Metacreativity (Int)
  Level: Geomancer 4
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 2 hours/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  By creating a spiral of chi in the center of the room, 
  the manifester draws forth the negative chi in the 
  area, ﬁlling it with negative energy.  Each Charisma 
  check made to turn undead within this area takes a –6 
  profane penalty, and every undead creature entering 
  a greater negative chi spiral area gains a +2 profane 
  bonus on attack rolls, damage rolls, and saving 
  throws.  Anyone who casts animate dead within this 
  area may create as many as double the normal amount 
  of undead.  Greater negative chi spiral counters and 
  dispels lesser positive chi spiral and greater positive 
  chi spiral.
  Greater Positive Chi Spiral
  Metacreativity (Int)
  Level: Geomancer 4
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 2 hours/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  By creating a spiral of chi in the center of the room, 
  the manifester draws forth the positive chi in the area, 
  ﬁlling it with positive energy.  Each Charisma check 
  made to turn undead within this area gains a +6 sacred 
  bonus.  Every undead creature entering a greater 
  positive chi spiral area suffers minor disruption, 
  giving it a –2 penalty on attack rolls, damage rolls, 
  and saves.  Undead cannot be created within or 
  summoned into a greater positive chi spiral area.  At 0 
  hit points or lower, undead crumble into ash.  Greater 
  positive chi spiral counters and dispels lesser negative 
  chi spiral and greater negative chi spiral.
  Identify
  Clairsentience (Wis)
  Level: Clairvoyant 2
  Display: Material, Mental
  Manifesting Time: One day
  Range: Touch
  Target: One touched object
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  This power determines all properties of a single 
  psionic item, including how to activate those functions 
  (if appropriate), and how many charges are left (if 
  any).
  Inkling
  Clairsentience (Wis)
  Level: Clairvoyant 0
  Display: Olfactory, Auditory
  Manifestation Time: 1 action
  Range: Personal
  Target: The manifester
  Duration: Instantaneous
  Power Points: 1
  An inkling can tell whether a particular action will 
  bring good or bad results for the manifester in the 
  immediate future.  The base chance for receiving a 
  meaningful reply is 50%, plus 1% per manifester 
  level; the DM makes the roll secretly.  The DM may 
  determine that the question is so straightforward that 
  a successful result is automatic, or so vague as to 
  have no chance of success.  If inkling succeeds, the 
  manifester receives one of four results:
  • “Weal” (if the action will likely bring good 
  results).
  • “Woe” (if the action will likely bring bad results).
  • “Weal and woe” (if the action will likely bring 
  both good and bad results).
  • “Nothing” (if the action is not likely to bring either 
  especially good or bad results).
  If the power fails, the manifester gets the “nothing” 
  result.  A clairvoyant who gets the “nothing” result 
  has no way to tell whether it resulted from a failed or 
  successful inkling.  The inkling can see into the future 
  only about half an hour, so anything that might happen 
  after that does not affect the inkling.  Thus, it might 
  miss the long-term consequences of the contemplated 
  action.  All inklings manifested by the same person 
  about the same action use the same die roll result as 
  the ﬁrst inkling.
  Note: A character may only manifest inkling a 
  number of times per day equal to his or her Wisdom 
  modiﬁer +1, regardless of further payment of power 
  points or number of free manifestations left in the day.
  Know Direction
  Clairsentience (Wis)
  Level: Clairvoyant 0, Geomancer 0
  Display: Mental
  Manifestation Time: 1 action
  
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  Chapter Three: Ghostly FX
  Range: Personal
  Target: The manifester
  Duration: Instantaneous
  Power Points: 1
  The manifester instantly knows which way is north.  
  If in a place where magnetic ﬁeld lines do not specify 
  north, the manifester may know the direction of 
  a preeminent landmark, at the DM’s discretion.  
  The character only knows the direction of north 
  immediately after manifesting this power.  Subsequent 
  movement could confuse matters once again.
  Know Location
  Clairsentience (Wis)
  Level: Clairvoyant 1, Geomancer 1
  Display: Mental
  Manifestation Time: 1 action
  Range: Personal
  Target: The manifester
  Duration: Instantaneous
  Power Points: 1
  In a general sense, the manifester knows where he or 
  she is located.  The power reveals rough information 
  about the character’s location.  The information 
  is usually no more detailed than a summary that 
  locates the manifester according to a prominent local 
  landmark.  The character only knows the information 
  about his location immediately after manifesting this 
  power.  Subsequent movement could confuse matters 
  once again.
  Lesser Negative Chi Spiral
  Metacreativity (Int)
  Level: Geomancer 2
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 2 hours/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  By creating a spiral of chi in the center of the room, 
  the manifester draws forth the negative chi in the 
  area, ﬁlling it with negative energy.  Each Charisma 
  check made to turn undead within this area takes 
  a –3 profane penalty, and every undead creature 
  entering a lesser negative chi spiral area gains a 
  +1 profane bonus on attack rolls, damage rolls, and 
  saving throws.  An undead creature created within or 
  summoned into such an area gains +1 hit points per 
  HD.  Lesser negative chi spiral counters and dispels 
  lesser positive chi spiral.
  Lesser Positive Chi Spiral
  Metacreativity (Int)
  Level: Geomancer 2
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 2 hours/level
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  By creating a spiral of chi in the center of the room, 
  the manifester draws forth the positive chi in the 
  area, ﬁlling it with positive energy.  Each Charisma 
  check made to turn undead within this area gains a 
  +3 sacred bonus.  Every undead creature entering a 
  lesser positive chi spiral area suffers minor disruption, 
  giving it a –1 penalty on attack rolls, damage rolls, 
  and saves.  Undead cannot be created within or 
  summoned into a lesser positive chi spiral area.  
  Lesser positive chi spiral counters and dispels lesser 
  negative chi spiral.
  Major Creation
  Metacreativity (Int)
  Level: Medium 5
  Manifesting Time: 10 min.
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: See text
  Power Points: 9
  This power functions like minor creation, except that 
  the manifester can also create an object of mineral 
  nature such as stone, crystal, metal.  The duration of 
  the created item varies with its relative hardness and 
  rarity, as indicated on the following table.
  Hardness and Rarity Examples
  Duration
  Vegetable matter
  2 hour/level
  Stone, crystal, base metals
  1 hour/level
  Precious metals
  20 minute/level
  Gems
  10 minute/level
  Rare metal1
  1 round/level
  1Includes adamantine, alchemical silver, and mithral.  The 
  manifester can’t use major creation to create a cold iron 
  item.
  Minor Creation
  Metacreativity (Int)
  Level: Medium 2
  Display: Material
  Manifesting Time: 1 min.
  Range: 0 ft.
  Effect: Unattended, non-psionic, non-magical 
  object of nonliving plant matter, up to 1 cu. ft./
  level
  Duration: 1 hour/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  The manifester creates a non-magical, unattended 
  object of nonliving, vegetable matter.  The volume of 
  the item created cannot exceed 1 cubic foot per caster 
  
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  Chapter Three: Ghostly FX
  level.  The manifester must succeed on an appropriate 
  skill check to make a complex item.  Attempting to 
  use any created object as a material component causes 
  the spell to fail.
  Psycholuminescence
  Metacreativity (Int)
  Level: Medium 1
  Display: Visual (see text), Auditory
  Manifestation Time: 1 action
  Range: Touch
  Target: Object touched
  Duration: 10 min./level
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  The object touched begins to glow with a silver 
  light, shedding light in a 20-foot radius.  Creatures 
  who suffer penalties in bright light suffer them while 
  exposed to psycholuminescence.  The power cannot be 
  manifested on a creature.  If the power is manifested 
  on a small object that is then placed inside or under a 
  lightproof covering, the power’s effects are blocked 
  until the covering is removed.
  Psycholuminescence brought into an area of 
  magical darkness (or vice versa) is temporarily 
  negated, so that the otherwise prevailing light 
  conditions exist in the overlapping areas.
  Quintessence
  Metacreativity (Int)
  Level: Medium 4
  Display: Material; see text
  Manifesting Time: 1 round
  Range: 0 ft.
  Effect: 1-inch-diameter dollop of quintessence; see 
  text
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  The manifester collapses a bit of time from the 
  continuum, forming a 1-ounce dollop of thick, 
  gooey material called quintessence.  This substance 
  shimmers like a silver mirror when viewed from 
  some angles but is transparent from other viewpoints.  
  The manifester can smooth a dollop of quintessence 
  around any extremely small object.
  Objects sealed within quintessence are protected 
  from the effects of time; in practical terms, they enter 
  a state of stasis.  Living ﬂesh with only partial contact 
  with quintessence is also partially pulled out of the 
  time stream (the manifester is immune to this effect).  
  This disruption deals 1 point of damage per round 
  beginning 10 rounds after partial contact occurs.
  Quintessence can be manually scraped away 
  from a protected object, freeing it to rejoin the time 
  stream.  When the manifester does this, there is a 75% 
  chance that the quintessence evaporates back into the 
  continuum.  Otherwise, it coalesces again into a 1-
  inch-diameter bead, available for later use.
  Large quantities of quintessence could theoretically 
  be gathered to preserve large items or structures 
  (or even a complete living creature; if completely 
  immersed, a living creature would not take the 
  damage associated with partial contact).  However, 
  psionic characters and creatures are generally loath 
  to do so because accumulations of quintessence 
  weighing 1 pound or more hinder psionic activity 
  within a 5-foot radius of the accumulation.  Powers 
  require twice as many power points to manifest, 
  unless the manifester makes a successful Will save 
  each time he or she attempts to manifest a power.  
  Also in these circumstances, manifesting a psi-like 
  ability that is usable at will is a full-round action 
  rather than a standard action.
  Remote Viewing
  Clairsentience (Wis)
  Level: Clairvoyant 4
  Display: Mental
  Manifesting Time: 1 hour
  Range: See text
  Effect: Quasi-real viewpoint
  Duration: 1 min./level (D)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7, XP
  The manifester sends his mind across space and 
  dimensions, forming it into a quasi-real viewpoint 
  from which he can see and hear some creature located 
  at any distance, even if planar boundaries separate 
  them.  If the subject succeeds on a Will save, the 
  remote viewing attempt fails, and the manifester 
  can’t attempt to view that creature again for at least 
  24 hours.  The difﬁculty of the save depends on how 
  well the manifester knows the subject and what sort 
  of physical connection (if any) the manifester has to 
  that creature.  Furthermore, if the subject is on another 
  plane, it gets a +5 bonus on its Will save.
  Knowledge
  Will Save 
  Modiﬁer
  None*
  +10
  Secondhand (the manifester has heard of the 
  subject)
  +5
  Firsthand (the manifester has met the subject)
  +0
  Familiar (the manifester knows the subject 
  well)
  –5
  *The manifester must have some sort of connection to a 
  creature he has no knowledge of.
  Connection
  Will Save 
  Modiﬁer
  Likeness or picture
  –2
  Possession or garment
  –4
  Body part, lock of hair, bit of nail, etc.
  –10
  Subject on another plane
  +5
  
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  Chapter Three: Ghostly FX
  If the subject fails its Will save, the manifester’s 
  mind coalesces a quasi-real viewpoint near enough 
  to the subject to see and hear the subject and its 
  immediate surroundings (up 30 feet in all directions 
  away from the subject).
  While the remote viewing lasts, the manifester’s 
  real body remains unmoving and unaware of his actual 
  surroundings.  On the other hand, the manifester’s 
  quasi-real viewpoint is treated in some ways as if 
  it were an invisible etherplasmic form of himself, 
  except as follows.  This power is of the Scrying 
  subdiscipline, but use the following information in 
  place of the standard scrying sensor.  As a quasi-real 
  viewpoint, the manifester can speak (though the 
  manifester’s voice is whispery).
  The manifester may potentially be sensed by the 
  subject he is viewing (subjects who can see or sense 
  invisible or hidden creatures automatically sense 
  the manifester; otherwise the manifester make a 
  Hide check with a +40 bonus to escape detection if 
  immobile, or a +20 bonus if moving).  The manifester 
  could be attacked (although if the manifester becomes 
  subject to dispel psionics, the remote viewing simply 
  ends).  If the subject moves, the manifester can 
  attempt to follow it at a speed of 20 feet, though if it 
  gets farther than 30 feet from him (or he moves farther 
  than 30 feet from it), the power ends.
  The manifester can attempt to manifest one power 
  through his quasi-real viewpoint, but must make a 
  Concentration check (DC 20 + level of the power 
  the manifester wishes to manifest) to succeed.  
  Manifesting (or attempting and failing to manifest) a 
  power immediately ends the remote viewing.
  All powers from the manifester’s quasi-real 
  viewpoint cost twice the usual number of power 
  points (the manifester can’t exceed the power point 
  limit set by his level, so he is restricted to manifesting 
  lower-level powers than he otherwise could).  Power 
  points the manifester spends as a quasi-real viewpoint 
  are drained from the manifester’s real body.
  XP Cost: 20 XP.
  Séance
  Telepathy [Mind-Affecting] (Cha)
  Level: Medium 3 
  Display: Visual, Mental
  Manifestation Time: 10 min.
  Range: 10 ft.
  Target: One spirit
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Power Resistance: No
  Power Points: 5
  The manifester can contact a dead spirit, allowing it 
  to answer several questions that the manifester put 
  to it.  The manifester may ask one question per two 
  manifester levels.  Unasked questions are wasted if 
  the duration expires.  The spirit’s knowledge is limited 
  to what the creature knew during life, including the 
  languages it spoke (if any).  Answers are usually brief, 
  cryptic, or repetitive.  If the creature’s allegiance is 
  opposed to yours, the spirit gets a Will save to resist 
  the power as if it were alive.  If the spirit has been 
  subject to séance within the past week, the new power 
  fails.  This power will work on undead spirits as well.
  Second Chance
  Clairsentience (Wis)
  Level: Clairvoyant 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: The manifester
  Duration: 1 round/level or until discharged
  Power Points: 9
  The manifester takes a hand in inﬂuencing the 
  probable outcomes of his immediate environment.  
  The manifester sees the many alternative branches 
  that reality could take in the next few seconds, and 
  with this foreknowledge, gains the ability to reroll one 
  attack roll, one saving throw, one ability check, or one 
  skill check each round.  The manifester must take the 
  result of the reroll, even if it’s worse than the original 
  roll.  The manifester does not have to make another 
  roll if he is satisﬁed with the original roll.
  Sense Link
  Telepathy [Mind-Affecting] (Cha)
  Level: Clairvoyant 1, Medium 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One willing creature
  Duration: Concentration, up to 1min./level
  Power Points: 1
  The manifester perceives what the subject creature 
  perceives using its sight, hearing, taste, or smell.  Only 
  one sense is linked, and the manifester cannot switch 
  between senses with the same manifestation.
  The manifester makes any skill checks involving 
  senses, such as Spot or Listen, as the subject, and only 
  within the subject’s ﬁeld of view.  The manifester 
  loses the his Dexterity bonus to Defense while directly 
  sensing what the subject senses.
  Once sense link is manifested, the link persists even 
  if the subject moves out of the range of the original 
  manifestation (but the link does not work across 
  planes).  The manifester does not control the subject, 
  nor can he communicate with it by means of this 
  power.
  The strength of the subject’s linked sense could 
  be enhanced by other powers or items, allowing the 
  
  Blood and Spooks
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  Chapter Three: Ghostly FX
  manifester the same enhanced sense.  If the manifester 
  linked vision, he is subject to any gaze attack affecting 
  the subject creature.  If the manifester is blinded or 
  deafened, or suffers some other sensory deprivation, 
  the linked creature functions as an independent 
  sensory organ, and provides the manifester the beneﬁt 
  of the linked sense from its perspective while this 
  power’s duration lasts.
  Sense Psionics
  Telepathy (Cha)
  Level: Clairvoyant 5, Geomancer 5
  Display: Visual
  Manifestation Time: 1 action
  Range: 1 mile/level
  Area: 1 mile/level radius emanation centered on the 
  manifester
  Duration: 1 hour/level
  Saving Throw: None
  Power Resistance: Yes; see text
  Power Points: 9
  The manifester detects all psionic activity anywhere 
  within range.  He knows direction and distance from 
  him to within 60 feet and the discipline of the power 
  being used, but no other information is revealed.
  Trinket
  Metacreativity (Int)
  Level: Medium 0
  Display: Material
  Manifestation Time: 1 round
  Range: 0
  Effect: One unattended, nonmagical object of 
  nonliving plant matter, up to 1 cu. in.
  Duration: 1 min.
  Saving Throw: None
  Power Resistance: No
  Power Points: 1
  This power creates a nonmagical, nonpsionic, 
  unattended object of nonliving, vegetable matter.  The 
  volume of the item created cannot exceed 1 cubic 
  inch.  The manifester must succeed at an appropriate 
  skill check to make a complex item.
  Attempting to use any created object as a material 
  component in a spell causes the spell to fail.  The 
  manifester cannot create a dried herb, poison, or 
  other distillate of dead plant matter that has a special 
  secondary effect.
  True Seeing
  Clairsentience (Wis)
  Level: Clairvoyant 5, Geomancer 5
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: The manifester
  Duration: 1 min./level
  Power Points: 9
  The manifester gains the ability to see all things as 
  they actually are.  The manifester sees through normal 
  and magical darkness; notices secret doors hidden by 
  magic; sees the exact locations of creatures or objects 
  under blur or displacement effects; sees invisible 
  creatures or objects normally; sees through illusions; 
  and sees the true form of polymorphed, changed, or 
  transmuted things.  Further, the manifester can focus 
  his vision to see into the Ethereal Plane (but not into 
  extradimensional spaces).  The range of true seeing 
  conferred is 120 feet.
  True seeing, however, does not penetrate solid 
  objects.  It in no way confers X-ray vision or its 
  equivalent.  It does not negate concealment, including 
  that caused by fog and the like.  True seeing does not 
  help the viewer see through mundane disguises, spot 
  creatures that are simply hiding, or notice secret doors 
  hidden by mundane means.
  Undead Sense
  Clairsentience (Wis)
  Level: Clairvoyant 3, Geomancer 3, Medium 3
  Display: Visual
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Spread of 25-ft.-radius + 5 ft./2 levels, 
  centered on the manifester
  Duration: 10 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  The manifester senses the presence of undead.  While 
  the duration lasts, the manifester becomes aware of 
  the presence and general location of undead within the 
  affected space.  The type of undead is not revealed, 
  but number of undead is.
  Wall of Chi
  Metacreativity (Int)
  Level: Geomancer 4
  Display: Visual, Mental
  Manifestation Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/
  level
  Duration: 1 round /level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  A wall of chi power creates an invisible wall of 
  chi that blocks all beings composed of negative 
  or positive energy, including undead.  The wall 
  cannot move, is immune to damage of all kinds, 
  and is unaffected by most powers.  However, it can 
  be destroyed by negate psionics.  Breath weapons 
  and powers cannot pass through the wall in either 
  direction, although dimension door, teleport, and 
  
  Blood and Spooks
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  Chapter Three: Ghostly FX
  similar effects can bypass the barrier.  It blocks 
  ethereal creatures (though ethereal creatures can 
  usually get around the wall by ﬂoating under or over 
  it through material ﬂoors and ceilings).  Beings that 
  are not composed of negative or positive energy can 
  freely pass through the wall of chi. Gaze attacks can 
  operate through a wall of chi. 
  The manifester can form the wall into a ﬂat, vertical 
  plane whose area is up to one 10-foot square per level.  
  The wall must be continuous and unbroken when 
  formed.  If any object or creature interrupts its surface, 
  the power fails.
  Wall of Etherplasm
  Metacreativity (Int)
  Level: Medium 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/
  level or a sphere or hemisphere with a radius of 
  up to 1 ft./level
  Duration: 1 min./level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  The manifester fashion a roiling wall of etherplasm, 
  imbuing it with solidity.  The wall cannot move once 
  it is formed.  It is 1 inch thick per four manifester 
  levels and occupies up to one 5-foot square per level.  
  Each 5-foot square of the wall has 10 hit points per 
  inch of thickness and hardness 5.  A section of the 
  wall whose hit points drop to 0 is breached.  If a 
  creature tries to break through the wall, the DC for the 
  Strength check is 15 + 2 per inch of thickness.
  The wall of etherplasm is susceptible to dispel 
  psionics, but it gains a +4 bonus on any check to 
  determine whether the wall is negated.  Spells, 
  powers, and breath weapons cannot pass through the 
  wall in either direction (though they could damage 
  it).  It blocks ethereal creatures as well as material 
  creatures (though ethereal creatures can usually get 
  around the wall by ﬂoating under or over it through 
  material ﬂoors and ceilings).  The wall is opaque, so 
  neither vision nor gaze attacks operate through it.  The 
  wall does not block psychoportive travel, such as that 
  provided by the psionic teleport power.
  The manifester can form the wall into a ﬂat, vertical 
  plane whose area is up to one 10-foot square per level 
  or into a sphere or hemisphere with a radius of up 
  to 1 foot per level.  The wall of etherplasm must be 
  continuous and unbroken when manifested.  If any 
  object or creature interrupts its surface, the power 
  fails.
  
  Blood and Spooks
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  Chapter Four: Ghost Hunter’s Field Guide
  There are people who spend 
  their entire lives looking for 
  ghosts and never ﬁnd them.  Ghost 
  Hunters do not have this problem.  If 
  anything, the biggest challenge a Ghost 
  Hunter faces is what to do about a ghost.  It’s 
  easy to reach for the electron pack ﬁrst and ask 
  questions later, but some ghosts are simply too 
  powerful to capture.
  But hey, if you think you can catch a ghost with 
  your bare hands, be our guest.
  Planes
  Ghost Hunters are just crazy enough to show up on 
  their enemy’s home turf.  This chapter also explains 
  where all those ghosts go when they’re captured.  It’s 
  sort of like prison, only without TV.
  Ethereal Plane
  The Ethereal Plane is coexistent with the Material 
  Plane and often other planes as well.  The Material 
  Plane itself is visible from the Ethereal Plane, but it 
  appears muted and indistinct; its colors blurring into 
  each other and its edges turning fuzzy.
  While it is possible to see into the Material Plane 
  from the Ethereal Plane, the Ethereal Plane is 
  usually invisible to those on 
  the Material Plane.  Normally, 
  creatures on the Ethereal Plane 
  cannot attack creatures on the Material 
  Plane, and vice versa.  A traveler on the 
  Ethereal Plane is invisible, incorporeal, and 
  utterly silent to someone on the Material Plane.
  The Ethereal Plane is mostly empty of structures 
  and impediments.  However, the plane has its own 
  inhabitants.  Some of these are other ethereal travelers, 
  but the ghosts found here pose a particular peril to 
  those who walk the fog.  It has the following traits:
  No gravity. Individuals on a plane with this trait 
  merely ﬂoat in space, unless other resources are 
  available to provide a direction for gravity’s pull.
  Alterable morphic. The plane contains little to 
  alter, however.  Objects remain where they are (and 
  what they are) unless affected by physical force or 
  magic.  You can change the immediate environment as 
  a result of tangible effort.
  Normal magic. Spells function normally on the 
  Ethereal Plane, though they do not cross into the 
  Material Plane. 
  The only exceptions are spells and spell-like 
  abilities that have the force descriptor and abjuration 
  spells that affect ethereal beings.  Spellcasters on the 
  Material Plane must have some way to detect foes 
  on the Ethereal Plane before targeting them with 
  “Down!” shouted Jorge, pushing Elio’s 
  head down as a searing red bolt of energy ﬂashed 
  over the gravestones.
  Elio shoved back at Jorge.  “What is your 
  problem?  It’s just a little light.”
  “Those are not just pretty lights, you idiot!” 
  shouted Brenda, ﬂipping through her book.  “That 
  magic hurts!”  She nursed her badly scorched left 
  shoulder, the one with the thorn tattoo.
  “And he’s bound a spirit too,” muttered Joey.  
  “There’s no convincing this one to go away. He 
  trapped it here and it’s really pissed off.”
  “I put up a magical barrier,” said Brenda, “but 
  I’m used to ﬁghting ghosts, not necromancers.  
  This guy has had a lot more training than me.”
  Jorge took a deep breath. “Okay, so what are 
  our options?”
  “Well, I can hex him,” said Brenda.  “But… 
  honestly it’ll just burn when he pees. It’s not 
  going to stop him right now.”
  “Better than nothing, Brenda. Go for it.  Joey?”
  Joey frowned.  “My guess is this guy is a real 
  sicko. He must have stumbled on an actual book 
  of necromancy.  Probably not too fond of religion 
  either.”  He punched one gloved ﬁst into an open 
  palm for emphasis.  “Get the book away from him 
  and he may lose control over his spirit.”
  Jorge nodded.   He slapped his goggles over his 
  eyes.  “Great.  I’ll keep the ghost occupied; you 
  grab the book. Ready?”
  “Wait, wait, WAIT,” said Elio.  “THAT’S 
  your plan?  She chants some words, you ﬁre 
  more lasers, and the big guy runs away from the 
  hologram?  What’s WRONG with you people?”
  They all stopped what they were doing and 
  looked at him.
  “You think you can do better?” asked Jorge in 
  disbelief.
  
  Blood and Spooks
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  Chapter Four: Ghost Hunter’s Field Guide
  force-based spells.  While it’s possible to hit ethereal 
  enemies with a force spell cast on the Material 
  Plane, the reverse isn’t possible.  No magical attacks 
  cross from the Ethereal Plane to the Material Plane, 
  including force attacks.
  Ether-Containment Unit
  The ECU is where Ghost Hunters deposit their ghosts 
  after capturing them with a ghost trap.  The secret to 
  creating these units is closely guarded by the ICECC.  
  More importantly, the units all actually link to a 
  singular demiplane.  Technically, a ghost captured by 
  one franchise is accessible by the other ECUs, should 
  a breach take place.
  But a breach has never happened.  That’s the ofﬁcial 
  word from the ICECC.  And if you know what’s good 
  for you, you’ll believe it.
  The ECU is a bleak repository for the souls of many 
  species.  Spirits of all types drift about at random.  
  Humanoid spirits cluster in groups or wander on their 
  own in a state of gray depression.  Others rustle in the 
  air.  The ECU is not a fun place to be.
  Time: The ECU is timeless.  Time still passes, but 
  the effects of time are diminished.  How the timeless 
  trait can affect certain activities or conditions such as 
  hunger, thirst, aging, the effects of poison, and healing 
  varies from plane to plane.  The danger of a timeless 
  plane is that once one leaves such a plane for one 
  where time ﬂows normally, conditions such as hunger 
  and aging do occur retroactively.
  Shape: The ECU has a ﬁnite shape, not unlike a 
  prison.  It has boundaries preventing ghosts from 
  straying beyond a certain limit.  Although the ECU is 
  inconceivably large, it can get crowded like a physical 
  prison.
  Morphic Traits: The ECU is unchanging.  Visitors 
  cannot affect residents of the plane, nor objects that 
  the denizens possess.  Any spells that would affect 
  those on the plane have no effect unless the plane’s 
  static trait is somehow removed or suppressed.  Spells 
  cast before entering a plane with the static trait remain 
  in effect, however.  Even moving an unattended object 
  within a static plane requires a DC 16 Strength check.  
  Particularly heavy objects may be impossible to move.
  Magic Traits: The ECU is a dead magic plane. 
  A plane with the dead magic trait functions in all 
  respects like an antimagic ﬁeld spell.  Divination 
  spells cannot detect subjects within a dead magic 
  plane, nor can a spellcaster use teleport or another 
  spell to move in or out.  The only exception to the “no 
  magic” rule is one-way planar portals, one for each 
  ECU provided to a franchise.
  Ghosts
  Ghosts are the spectral remnants of intelligent beings 
  that, for one reason or another, cannot rest easily in 
  their graves. 
  “Ghost” is an acquired template that can be added 
  to any aberration, animal, dragon, giant, humanoid, 
  magical beast, monstrous humanoid, or plant.  The 
  creature (referred to hereafter as the base creature) 
  must have a Charisma score of at least 6.
  TABLE 4-1: GHOST INCARNATIONS
  d%
  Incarnation
  Str
  Dex
  Size
  Level Adjustment
  Challenge Rating
  1-8
  Orb
  -10
  +18
  Small
  +8
  +5
  9-13
  Mist
  +4
  +10
  Medium
  +7
  +4
  14-17
  Vortex
  +2
  +10
  Medium
  +7
  +4
  18-20
  Shadow
  +0
  +4
  Medium
  +6
  +3
  21+
  See Ghost Entry (below)
  -
  -
  -
  +5
  +2
  “Why yes, yes I can.  You know how to work a 
  camcorder Jorge?”
  Before Jorge could respond, Elio thrust the 
  camcorder into his hands.  “You just shoot me.  
  This will be a ﬁne ending to the shambling mess 
  that was my ill-conceived reality show.”
  Elio stepped away from the safety of the 
  gravestones.  A ﬂoating torso, shrouded in 
  funereal garb, hung limply in the air.  Its hands 
  were huge claws.  Behind it stood a young man 
  chanting from a large tome.  He was dressed in a 
  full-length robe with a hood over his head and a 
  skull-shaped amulet hanging from his neck.
  “I don’t know how many times I have to tell 
  you people.  Look,” said Elio, shouting over 
  his shoulder, “I understand that maybe YOU 
  believe this crap is real.  But it’s all just special 
  effects. I’ve seen kids do better stuff like this on 
  computers in college.”
  The necromancer pointed at Elio.  The ghost 
  mimicked the gesture and raised one bony ﬁnger 
  in Elio’s direction.
  Elio put up his hands in mock horror.  “Oooh, 
  he made the ghost POINT at me.  I’m so scared!”
  Elio continued to walk towards the 
  necromancer.  The ghost swept towards him, its 
  claws outstretched.  As it reared up in front of 
  Elio, it revealed its face: a naked skull ﬁlled with 
  bloodshot eyes and wicked fangs.
  “I’ve seen better at some theme parks.  Look!”
  Elio thrust his hand through the spirit’s head.  
  The spirit made a surprised “Rah?” sound. 
  Elio waved his hand back and forth through the 
  ghost.  “See?  It’s a hologram!  A hol-ah-GRAM.  
  It can’t hurt anybody!  Unless you’re afraid of 
  lightshows.”
  The spirit hovered around in confusion.  
  “You will pay for your insolence mortal,” 
  shouted the necromancer. “You mock my bound 
  
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  Chapter Four: Ghost Hunter’s Field Guide
  demon?  Then perhaps this will make you a 
  believer!”
  The necromancer raised one ﬁst and it burst 
  into ﬂame. He pointed and the bolt seared 
  towards Elio.
  “Get down!” shouted Brenda from behind the 
  gravestones.
  The bolt ﬂashed brightly in front of Elio.  Then 
  it sputtered and died, ﬂaming out on his chest.  
  “I’ve got to hand it to you kid,” said Elio, “I’ve 
  never seen so many adults scared by a 100-pound 
  weakling who played too many role-playing 
  games.”  
  He stepped over another grave and walked right 
  up to the necromancer. 
  “Now, enough of this silliness.  Gimme the 
  damn book.”
  The necromancer, whose face was painted like 
  a skull, pointed at Elio’s head.  “I shall make your 
  brains explode out of your—”
  “Oh, will you shut up already?”
  Elio punched him in the face.  The necromancer 
  crumpled in a heap.  
  He picked up the book.  It appeared to be 
  bound in human ﬂesh.  
  “This guy must have a discount card at a 
  Halloween chain,” Elio said.  He ﬂung it towards 
  the other Ghost Hunters.  The book whipped right 
  through the bound spirit, who disappeared with a 
  wail.
  Jorge and Joey stood up from their hiding place 
  while Brenda retrieved the book.
  Elio thrust out one open palm to Jorge. “Did 
  you get that on tape?” 
  “Uh,” Jorge said, gingerly handing it over.  
  “Well I…”
  Elio slapped his forehead.  “I don’t believe this.  
  You’re a parapsychologist!  You use all kinds of 
  electro-thermo-crap that I can’t even understand, 
  Becoming a Ghost
  Becoming a ghost isn’t as simple as “I feel like 
  getting a new template today.”  For one, the being 
  that is about to die must have a reason to stick 
  around.  The reasons can vary greatly, but all are 
  tied to great emotional ties with the Prime Material 
  plane.  Sometimes it’s the shocking manner of death, a 
  horrible betrayal, or just that Edward really wanted to 
  complete his multicolored museum pencil collection 
  before he died.
  Upon dying, the creature takes on a new ghostly 
  form.  Since the dead creature is returning in a new 
  form, all physical ills and afﬂictions are repaired.  The 
  condition of its remains is not a factor. 
  A risen creature recalls the majority of its former 
  life and form.  It retains any class abilities, feats, 
  or skill ranks it formerly possessed.  Its class, base 
  attack bonus, base save bonuses, and hit points are 
  unchanged.  Ability scores depend partly on the 
  new body.  If it does not return in its original form, 
  eliminate the subject’s racial adjustments (since it 
  is no longer of his previous race) and then apply the 
  adjustments found below to its remaining ability 
  scores.
  It’s possible for the change in the subject’s ability 
  scores to make it difﬁcult for it to pursue its previous 
  character class.  If this is the case, the subject is well 
  advised to become a multiclass character (like the 
  Spirit advanced class).  A Will save roll determines the 
  new incarnation and the form is modiﬁed per the table 
  below.
  The risen creature gains all abilities associated 
  with its new form, including forms of movement and 
  speeds, natural armor, natural attacks, extraordinary 
  abilities, and the like.  All ghosts possess a basic pool 
  of psionic power points (1/HD) and have the psionic 
  subtype.  Level adjustments and CRs include the 
  modiﬁers listed for the ghost entry (below).
  Mist: A ghost mist usually displays a swirl effect 
  within a vaporous cloud.  It appears several feet off 
  the ground and can linger or travel quickly at will.  Its 
  usual colors are gray, white or black.  Mists have a 
  +4 racial bonus on Move Silently checks.  Mists can 
  manifest the crisis of breath power three times per day 
  as a psi-like ability.
  Orb: Ghost orbs can be yellow, white, green, or 
  blue.  They are easily mistaken for lanterns, especially 
  in the foggy marshes and swamps where they reside.  
  Orbs can manifest the energy ball power three times 
  per day as a psi-like ability.
  
  Blood and Spooks
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  Chapter Four: Ghost Hunter’s Field Guide
  but you don’t know how to operate a camcorder?” 
  He pointed at the front of the camcorder.  “Do 
  you see this little red light?  It has to be ON!”  
  “Told you,” muttered Brenda.
  Jorge handed the camcorder to Elio.  “Sorry, I 
  just couldn’t believe what you did back there.”
  “That was quite a performance,” said Joey.
  Elio dropped the camcorder to the ground and 
  sat on a gravestone.  “It’s just as well.  This whole 
  show is a disaster.  I’ve got nothing but grainy 
  images, choppy ﬁlm, awful special effects, and 
  you three blathering on about ghosts.”
  Joey shrugged.  “I’d watch it.”
  Elio shook his head.  “I’m ruined.” 
  Brenda dragged Jorge and Joey away from him.  
  They whispered furiously to each other.  It was 
  obvious Jorge wasn’t too thrilled with the idea.  
  Brenda shook her ﬁnger at Jorge and he relented.
  Jorge walked back over to Elio.  “So we were 
  thinking,” he scratched the back of his head, “that 
  maybe if you’re not doing anything else you 
  could help us…ah, debunk ghosts like you just 
  did right now.”
  “We can’t pay you $1,000 per ghost,” said 
  Joey, “but we’re willing to give you a fourth of 
  whatever we make.”
  Brenda nodded, hands behind her back.  “We 
  think your clear insights would be a valuable 
  asset to the team.”
  Elio looked up at them.  “Really?  You’re 
  sure?”
  “Well, n—OW!” Brenda kicked Jorge before 
  he could ﬁnish his sentence. Jorge tried again.  
  “Now’s as good as time as any to make you a full 
  ICECC member.  What do you say?” He extended 
  his hand.
  Elio took it.  “I say it’s better than a real job.”
  “That’s the spirit!” said Brenda. 
  All three of them blinked.  “Did you just say 
  Vortex: Ghost vortexes appear as whirling funnels 
  of etherplasm and are about eight feet in height.  
  Vortexes can manifest the tornado blast power once 
  per day as a psi-like ability.
  Shadow: A ghost shadow can be difﬁcult to see 
  in dark or gloomy areas but stands out starkly in 
  brightly illuminated places.  A ghost shadow is two 
  to three feet tall during the day and travel at a height 
  of up to ten feet at night.  A ghost shadow gains a 
  +4 racial bonus on Hide checks in areas of shadowy 
  illumination.  In brightly lit areas, it takes a –4 penalty 
  on Hide checks.  Shadows can manifest the shadow 
  body power once per day as a psi-like ability.
  Creating A Ghost
  A ghost uses all the base creature’s statistics and 
  special abilities except as noted here.
  Size and Type: The creature’s type changes to 
  undead.  Do not recalculate the creature’s base attack 
  bonus, saves, or skill points.  It gains the incorporeal 
  subtype.  Size is unchanged.
  Hit Dice: All current and future Hit Dice become 
  d12s.
  Speed: Ghosts have a ﬂy speed of 30 feet, unless 
  the base creature has a higher ﬂy speed, with perfect 
  maneuverability.
  Defense: Natural armor is the same as the base 
  creature’s but applies only to ethereal encounters.  
  When the ghost manifests (see below), its natural 
  armor bonus is +0, but it gains a deﬂection bonus 
  equal to its Charisma modiﬁer or +1, whichever is 
  higher.
  Attack: A ghost retains all the attacks of the base 
  creature, although those relying on physical contact do 
  not affect creatures that are not ethereal.
  Full Attack: A ghost retains all the attacks of the 
  base creature, although those relying on physical 
  contact do not affect creatures that are not ethereal.
  Damage: Against ethereal creatures, a ghost uses 
  the base creature’s damage values.  Against non-
  ethereal creatures, the ghost usually cannot deal 
  physical damage at all but can use its special attacks, 
  if any, when it manifests (see below).
  Special Attacks: A ghost retains all the special 
  attacks of the base creature, although those relying on 
  physical contact do not affect non-ethereal creatures.  
  The ghost also gains a manifestation ability plus one 
  to three other special attacks as described below.  The 
  save DC against a special attack is equal to 10 + ½ 
  ghost’s HD + ghost’s Cha modiﬁer unless otherwise 
  noted.
  Special Qualities: A ghost has all the special 
  qualities of the base creature.
  Rejuvenation (Su): In most cases, it’s difﬁcult 
  to destroy a ghost through simple combat.  The 
  “destroyed” spirit will often restore itself in 2d4 
  days.  Even the most powerful spells are usually only 
  temporary solutions.  A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16.  As 
  a rule, the only way to get rid of a ghost for sure is 
  to determine the reason for its existence and set right 
  whatever prevents it from resting in peace.  The exact 
  means varies with each spirit and may require a good 
  deal of research.
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance.
  Abilities: Same as the base creature, except that 
  the ghost has no Constitution score, and its Charisma 
  score increases by +4. 
  Skills: Ghosts have a +8 racial bonus on Hide, 
  Listen, Search, and Spot checks.  Otherwise same as 
  the base creature.
  Environment: Any, often as base creature.
  Organization: Solitary, gang (2–4), or mob (7–12).
  CR: Same as the base creature +2.
  Level Adjustment: Same as the base creature +5.
  
  Blood and Spooks
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  Chapter Four: Ghost Hunter’s Field Guide
  TABLE 4-2: GHOST SPECIAL ATTACKS
  D8
  Special Attack
  1
  Corrupting Gaze (Su): A ghost can blast living beings with a glance at a range of up to 30 feet.  Creatures that 
  meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma 
  damage.
  2
  Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of 
  damage.  Against ethereal opponents, it adds its Strength modiﬁer to attack and damage rolls.  Against non-ethereal 
  opponents, it adds its Dexterity modiﬁer to attack rolls only.
  3
  Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any 
  one ability score it selects.  On each such successful attack, the ghost heals 5 points of damage to itself.  Against 
  ethereal opponents, it adds its Strength modiﬁer to attack rolls only.  Against nonethereal opponents, it adds its 
  Dexterity modiﬁer to attack rolls only.
  4
  Frightful Moan (Su): A ghost can emit a frightful moan as a standard action.  All living creatures within a 30-foot 
  spread must succeed on a Will save or become panicked for 2d4 rounds.  This is a sonic necromantic mind-affecting 
  fear effect.  A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 
  hours.
  5
  Horriﬁc Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save 
  or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution 
  damage.  A creature that successfully saves against this effect cannot be affected by the same ghost’s horriﬁc 
  appearance for 24 hours.
  6
  Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane.  This 
  ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it 
  does not require a receptacle.  To use this ability, the ghost must be manifested and it must try move into the target’s 
  space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity.  The 
  target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modiﬁer).  A creature that successfully 
  saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space.  If the 
  save fails, the ghost vanishes into the target’s body.
  7
  Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected 
  by anything in the material world.  When a ghost manifests, it partly enters the Material Plane and becomes visible 
  but incorporeal on the Material Plane.  A manifested ghost can be harmed only by other incorporeal creatures, 
  magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source.  A manifested ghost 
  can pass through solid objects at will, and its own attacks pass through armor.  A manifested ghost always moves 
  silently.  A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, 
  below).  A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal.  Opponents on 
  either the Material Plane or the Ethereal Plane can attack a manifested ghost.  The ghost’s incorporeal state helps 
  protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.  When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally 
  against ethereal targets.  When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the spells rely on touch.  A manifested ghost’s touch spells don’t 
  work on non-ethereal targets.  A ghost has two home planes, the Material Plane and the Ethereal Plane.  It is not 
  considered extraplanar when on either of these planes.
  8
  Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, 
  whichever is higher).  When a ghost uses this power, it must wait 1d4 rounds before using it again.
  ‘that’s the spirit’?” asked Jorge.
  “I turned the camcorder back on,” Brenda 
  pointed at the little red dot on the camcorder that 
  was facing them on a nearby gravestone. “Now 
  you’ve got your ending, Elio. We just need to do 
  one more thing.”
  “What’s that?” asked Joey.
  Elio rolled his eyes. “We have to laugh.  Like 
  we mean it. Every crappy show ends with 
  everyone laughing at the end.”
  Jorge shrugged.  Brenda put her hands on her 
  hips and took a deep breath.
  “Altogether now, everyone laugh as hard as you 
  can. One…two…THREE!” 
  And laugh they did, bellowing and cackling as 
  loud as they could for the camera until a nearby 
  police ofﬁcer heard the commotion and they were 
  arrested for criminal trespassing and assault and 
  battery.
  Ghostly Equipment
  When a ghost forms, all its equipment and carried 
  items usually become ethereal along with it.  In 
  addition, the ghost retains 2d4 items that it particularly 
  valued in life (provided they are not in another 
  creature’s possession).  The equipment works 
  normally on the Ethereal Plane but passes harmlessly 
  through material objects or creatures.  A weapon of 
  +1 or better magical enhancement, however, can 
  harm material creatures when the ghost manifests, 
  but any such attack has a 50% chance to fail unless 
  the weapon is a ghost touch weapon (just as magic 
  weapons can fail to harm the ghost).
  The original material items remain behind, just as 
  the ghost’s physical remains do.  If another creature 
  seizes the original, the ethereal copy fades away.  This 
  loss invariably angers the ghost, who stops at nothing 
  to return the item to its original resting place.
  
  Blood and Spooks
  Page - 53
  Chapter Four: Ghost Hunter’s Field Guide
  Advanced Classes
  Ghosts are, or were, people too. So it only makes 
  sense that they have their own advanced class in 
  which ghosts can excel at whatever it is they do 
  best, be it throwing stuff at homeowners, shrieking 
  their undead lungs out, or hopping in and out of 
  unsuspecting mediums.  
  Spirit
  Not all ghosts are alike.  Each ghost varies wildly in 
  its appearance and nature, but those who are around 
  for a long time begin to develop exceptionally 
  powerful abilities.  The Spirit advanced class 
  represents a ghost’s “specialization,” be it apparition, 
  guide, haunt, poltergeist, spook, or vision.
  Requirements
  To qualify to become a Spirit, a character must fulﬁll 
  the following criteria.
  Special: Must have the ghost template.
  Class Information
  The following information pertains to the Spirit 
  advanced class.
  Hit Die: 1d12.
  Action Points: 6 + ½ character level, rounded 
  down, every time the character attains a new level in 
  this class.
  Class Skills: The apparition’s class skills (and 
  the key ability for each skill) are Appraise (Int), 
  Concentration (Con), Craft (any) (Int), Disguise 
  (Cha), Knowledge (psionics) (Int), Perform (Cha), and 
  Psicraft (Int).
  The haunt’s class skills (and the key ability for each 
  skill) are Climb (Str), Concentration (Con), Escape 
  Artist (Dex), Jump (Str), Knowledge (psionics) (Int), 
  Psicraft (Int), Ride (Dex), and Use Rope (Dex).
  The poltergeist’s class skills (and the key ability 
  for each skill) are Autohypnosis (Wis), Concentration 
  (Con), Disable Device (Int), Knowledge (psionics) 
  (Int), Open Lock (Dex), Psicraft (Int), Search (Int), 
  and Sleight of Hand (Dex).
  The spirit’s class skills (and the key ability for each 
  skill) are Concentration (Con), Gather Information 
  (Cha), Knowledge (psionics) (Int), Listen (Wis), 
  Psicraft (Int), Sense Motive (Wis), and Spot (Wis).
  The spook’s class skills (and the key ability for each 
  skill) are Autohypnosis (Wis), Balance (Dex), Climb 
  (Str), Concentration (Con), Jump (Str), Knowledge 
  (psionics) (Int), and Psicraft (Int).
  The vision’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Concentration (Con), 
  Diplomacy (Cha), Gather Information (Cha), 
  Knowledge (psionics) (Int), Psicraft (Int), and Sense 
  Motive (Wis).
  Skill Points at Each Level: 4 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the Spirit advanced 
  class.
  Psionic Skills: A Spirit has access to the 
  Concentration, Autohypnosis, and Psicraft skills.  
  These skills are considered class skills for the Spirit, 
  and he can use skill points to buy ranks in them, just 
  like other skills in the game.
  Psionic Powers: The Spirit’s main strength is his 
  ability to manifest psionic powers.
  A psionic power is a one-time psionic effect.  
  Psionic powers require power points to use.  Unlike 
  arcane spellcasters, Spirits don’t have spellbooks and 
  they don’t prepare powers ahead of time.  In addition, 
  a Spirit can use psionics while wearing armor without 
  risking the failure of the power.
  A Spirit’s level limits the number of power points 
  available for manifesting powers.  In addition, a Spirit 
  must have a key ability score equal to at least 10 + the 
  power’s level to manifest a particular power.
  The Spirit’s selection of powers is extremely 
  limited, although he enjoys ultimate ﬂexibility.  At 
  1st level, a Spirit knows three 0-level powers of his 
  choice and one 1st-level power.  At each level, the 
  Spirit discovers one or more previously latent powers, 
  as indicated on the table below.
  The DC for saving throws to resist a psionic power 
  is 10 + the power’s level + the Spirit’s key ability 
  modiﬁer.
  Spirit 
  Level
  Pts/
  Day
  Powers Discovered by Level 
  0
  1
  2
  3
  4
  5
  1st
  2
  3
  1
  —
  —
  —
  —
  2nd
  3
  3
  2
  —
  —
  —
  —
  3rd
  4
  3
  3
  —
  —
  —
  —
  4th
  7
  4
  3
  1
  —
  —
  —
  5th
  10
  4
  3
  2
  —
  —
  —
  6th
  15
  4
  3
  2
  1
  —
  —
  7th
  20
  5
  4
  3
  2
  —
  —
  8th
  27
  5
  4
  3
  2
  1
  —
  9th
  34
  5
  4
  3
  3
  2
  —
  10th
  43
  6
  4
  3
  3
  2
  1
  A Spirit can manifest a certain number of powers 
  per day based on his available power points. (0-level 
  powers have a special cost)  He just pays the power 
  point cost of a power to manifest it, no preparation 
  necessary.  The base number of power points available 
  per day is shown on the table above.  This number is 
  improved by bonus points determined by the Spirit’s 
  Charisma score, as shown on the table below.
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  A discipline is one of six groupings of powers, each 
  deﬁned by a common theme.  The six disciplines 
  are clairsentience, metacreativity, psychokinesis, 
  psychometabolism, psychoportation, and telepathy.
  
  Blood and Spooks
  Page - 54
  Chapter Four: Ghost Hunter’s Field Guide
  Clairsentience: A spirit who chooses clairsentience 
  is known as a guide.  Guides can learn precognitive 
  powers to aid their comrades in combat, as well as 
  powers that permit them to gather information in 
  many different ways.  Guides can select any power 
  that has Wisdom as a key ability.
  Metacreativity: A spirit specializing in 
  metacreativity is known as an apparition.  This 
  discipline includes powers that draw etherplasm or 
  matter from the Ethereal Plane, creating semisolid 
  and solid items such as armor, weapons, or animated 
  constructs to do battle at the apparition’s command.  
  Apparitions can select any power that has Intelligence 
  as a key ability.
  Psychokinesis: Spirits who specialize in 
  psychokinesis are known as poltergeists.  They are 
  the masters of powers that manipulate and transform 
  matter and energy.  Poltergeists can attack with 
  devastating blasts of energy.  Poltergeists can select 
  any power that has Constitution as a key ability.  
  All powers are manifested using the poltergeist’s 
  Charisma instead of Constitution.
  Psychometabolism: A spirit who specializes 
  in psychometabolism is known as a spook.  
  This discipline consists of powers that alter the 
  psychobiology of the spirit, or that of creatures near 
  him.  A spook can heal others and transform himself 
  into a fearsome ﬁghter.  Spooks can select any power 
  that has Strength as a key ability.
  Psychoportation: A spirit who relies on 
  psychoportation powers is known as a haunt.  Haunts 
  can wield powers that propel or displace objects in 
  space or time.  Haunts can select any power that has 
  Dexterity as a key ability. 
  Telepathy: A spirit who chooses the discipline of 
  telepathy is known as a vision.  He is the master of 
  powers that allow mental contact and control of other 
  sentient creatures.  A vision can deceive or destroy the 
  minds of his enemies with ease.  Visions can select 
  any power that has Charisma as a key ability.
  Trigger Power: At 2nd, 5th, and 8th level, the Spirit 
  chooses one psionic power that he can attempt to 
  manifest for no power point cost.
  At each of these levels, a Spirit selects one 0-, 1st-
  , 2nd-, or 3rd-level power that he can use.  From that 
  point on, the character can attempt to trigger that 
  power without paying its cost.  To trigger a power, 
  a Spirit must have enough power points to cover the 
  normal cost of the power manifestation.  Then, he 
  makes an ability check appropriate to the power.
  If the ability check succeeds, the power manifests 
  with no cost in power points.  If the check fails, the 
  Spirit must pay the power point cost and the power 
  manifests.
  DCs for the ability check depend on the level of the 
  power: 0-level, DC 11; 1st-level, DC 13; 2nd-level, DC 
  15; and 3rd-level, DC 17.
  Bonus Feats: At 3rd, 6th, and 9th level, the Spirit gets 
  a bonus feat.  The bonus feat must be selected from 
  the following list, and the Spirit must meet all the 
  prerequisites of the feat to select it.
  Alertness, Animal Afﬁnity, Attentive, Blind-
  Fight, Conﬁdent, Creative, Deceptive, Delay Power, 
  Educated, Enlarge Power, Extend Power, Focused, 
  Frightful Presence, Heighten Power, Hide Power, Iron 
  Will, Persistent Power, Psionic Skills, Quicken Power, 
  Renown, Studious, Twin Power, Wild Talent.
  Psi-Like Ability: The Spirit gains a psi-like ability 
  that it can use at will without the cost of power points.
  Apparition: etherplasmic cocoon.
  Guide: detect thoughts.
  Haunt: control object.
  Poltergeist: telekinetic thrust.
  Spook: second chance.
  Vision: false sensory input.
  Combat Manifestation: At 7th level, a Spirit 
  becomes adept at manifesting psionic powers in 
  combat.  He gets a +4 bonus on Concentration checks 
  to manifest a power while on the defensive.
  Maximize Power: At 10th level, a Spirit learns 
  to manifest psionic powers to maximum effect.  All 
  variable, numeric effects of a maximized power 
  automatically achieve their maximum values.  A 
  maximized power deals the most possible points of 
  damage, affects the maximum number of targets, and 
  so forth, as appropriate.  Saving throws and opposed 
  checks are not affected.  Powers without random 
  variables are not affected.  A maximized power costs a 
  number of power points equal to its normal cost +6.
  TABLE 4-3: THE SPIRIT
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic Skills, Psionic Powers
  +0
  +1
  2nd
  +1
  +0
  +0
  +3
  Trigger Power, Psionic Powers
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  Bonus Feat, Psionic Powers
  +1
  +1
  4th
  +2
  +1
  +1
  +4
  Psi-like Ability, Psionic Powers
  +1
  +2
  5th
  +2
  +1
  +1
  +4
  Trigger Power, Psionic Powers
  +2
  +2
  6th
  +3
  +2
  +2
  +5
  Bonus Feat, Psionic Powers
  +2
  +2
  7th
  +3
  +2
  +2
  +5
  Combat Manifestation, Psionic Powers
  +2
  +3
  8th
  +4
  +2
  +2
  +6
  Trigger Power, Psionic Powers
  +3
  +3
  9th
  +4
  +3
  +3
  +6
  Bonus Feat, Psionic Powers
  +3
  +3
  10th
  +5
  +3
  +3
  +7
  Maximize Power, Psionic Powers
  +3
  +4
  
  Blood and Spooks
  Page - 55
  Chapter Four: Ghost Hunter’s Field Guide
  Psi-Like Abilities
  Crisis of Breath
  Telepathy (Cha) [Mind-Affecting]
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target: One breathing humanoid
  Duration: 1 round/level
  Saving Throw: Will negates, Fortitude partial; see 
  text
  Power Resistance: Yes
  This power compels the subject to purge its entire 
  store of air in one explosive exhalation, thereby 
  disrupting the subject’s autonomic breathing cycle.  
  The subject’s lungs do not automatically function 
  again while the power’s duration lasts.
  If the target succeeds on a Will save when crisis of 
  breath is manifested, it is unaffected by this power.  
  If it fails its Will save, it can still continue to breathe 
  by taking a standard action in each round to gasp for 
  breath.
  An affected creature can attempt to take actions 
  normally (instead of consciously controlling its 
  breathing), but each round it does so, beginning in the 
  round when it failed its Will save, the subject risks 
  blacking out from lack of oxygen.  It must succeed on 
  a Fortitude save at the end of any of its turns in which 
  it did not consciously take a breath.  The DC of this 
  save increases by 1 in every consecutive round after 
  the ﬁrst one that goes by without a breath; the DC 
  drops back to its original value if the subject spends 
  an action to take a breath.
  If a subject fails a Fortitude save, it is disabled (0 
  hp).  In the following round, it drops to –1 hit points 
  and is dying.  Curing powers or spells can revive 
  a dying subject normally, so long as this power’s 
  duration has expired; if the power is still in effect, a 
  revived creature is still subject to Fortitude saves in 
  each round when it does not consciously breathe.
  Energy Ball
  Psychokinesis [see text] (Dex)
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reﬂex half or Fortitude half; see 
  text
  Power Resistance: Yes
  Upon manifesting this power, the manifester chooses 
  cold, electricity, ﬁre, or sonic.  Energy ball creates an 
  explosion of energy of the chosen type that deals 7d6 
  points of damage to every creature or object within the 
  area.  The explosion creates almost no pressure.
  Cold: A ball of this energy type deals +1 point of 
  damage per die.  The saving throw to reduce damage 
  from a cold ball is a Fortitude save instead of a Reﬂex 
  save.
  Electricity: Manifesting a ball of this energy type 
  provides a +2 bonus to the save DC and a +2 bonus on 
  manifester level checks for the purpose of overcoming 
  power resistance.
  Fire: A ball of this energy type deals +1 point of 
  damage per die. 
  Sonic: A ball of this energy type deals –1 point of 
  damage per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of 
  energy you manifest. 
  Shadow Body
  Psychometabolism (Con)
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  The manifester’s body and all his equipment are 
  subsumed by his shadow.  As a living shadow, the 
  manifester blends perfectly into any other shadow and 
  vanishes in darkness.  The manifester appears as an 
  unattached shadow in areas of full light.
  The manifester can move at your normal speed, on 
  any surface, including walls and ceilings, as well as 
  across the surfaces of liquids—even up the face of a 
  waterfall.  The manifester’s space does not change, so 
  he cannot move into locations he would not normally 
  be able to move into.
  While in the shadow body, the manifester gains 
  damage reduction 10/magic and darkvision out to 60 
  feet.  The manifester is immune to extra damage from 
  critical hits, ability damage, disease, drowning, and 
  poison.  The manifester takes only half damage from 
  acid, electricity, and ﬁre of all kinds.
  While affected by this power, the manifester can 
  be detected by powers that read thoughts, life, or 
  presences (including true seeing), or if he makes 
  suspicious movements in lighted areas.
  The manifester cannot harm anyone physically or 
  manipulate any objects but can use powers normally.  
  Doing so may attract notice, but if the manifester 
  remains in a shadowed area, he receives a +15 bonus 
  on his Hide check to remain unnoticed.
  
  Blood and Spooks
  Page - 56
  Chapter Four: Ghost Hunter’s Field Guide
  Telekinetic Thrust
  Psychokinesis (Str)
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target or Targets: One or more objects or 
  creatures with a total weight of 250 lb. or less
  Duration: Instantaneous
  Saving Throw: Will negates or Will negates 
  (object); see text
  Power Resistance: Yes or Yes (object); see text
  The manifester can affect one or more objects or 
  creatures by concentrating his mind upon, sending 
  them in a deadly hail at your foes—or simply by 
  hurling his foe!  The manifester can hurl one object 
  or creature per manifester level (maximum ﬁfteen 
  separate targets), as long as all are within the power’s 
  range and each is no more than 10 feet away from 
  another one.  Each object or creature can be hurled a 
  maximum distance of 10 feet per level.
  The manifester must succeed on ranged attack 
  rolls (one per creature or object thrown) to hit the 
  target of the hurled items with the items, applying 
  his Intelligence modiﬁer to the attack roll instead of 
  the Dexterity modiﬁer.  Hurled weapons deal their 
  standard damage (Strength bonus does not apply; 
  arrows or bolts deal damage as daggers of their 
  size when used in this manner).  Other objects deal 
  damage ranging from 1 point per 25 pounds of weight 
  (for less dangerous objects such as an empty barrel) to 
  1d6 points per 25 pounds of weight (for hard, dense 
  objects such as a boulder).  Creatures are allowed Will 
  saves (and power resistance) to negate the effect, as 
  are those whose held possessions are targeted by this 
  power.  If you use this power to hurl a creature against 
  a solid surface, it takes damage as if it had fallen 10 
  feet (1d6 points).
  Tornado Blast
  Psychokinesis (Str)
  Display: Auditory and visual; see text
  Manifesting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 40-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reﬂex half; see text
  Power Resistance: No
  The manifester induces the formation of a slender 
  vortex of ﬁercely swirling air.  If the manifester wants 
  to aim the vortex at a speciﬁc creature, he can make 
  a ranged touch attack to strike the creature.  If he 
  succeeds, direct contact with the vortex deals 8d6 
  points of damage to the creature (no save).
  Regardless of whether the ranged touch attack 
  hits (and even if the manifester forgoes the attack), 
  all creatures in the area (including the one possibly 
  damaged by direct contact) are picked up and 
  violently dashed about, dealing 17d6 points of damage 
  to each one.  Creatures that make a successful Reﬂex 
  save take half damage.
  After being dashed about, each creature that was 
  affected ﬁnds itself situated in a new space 1d4 x 
  10 feet away from its original space in a random 
  direction.  Walls and other barriers can restrict this 
  relocation; in such a case, the creature ends up 
  adjacent to the barrier.
  
  Blood and Spooks
  Page - 57
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  Tresca.
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: Blood 
  and Spooks, National Center For Reanimation Prevention And Control,  
  International Center for Ethereal Containment and Control.
  Designation of Open Gaming Content: The following sections of Blood 
  and Spooks are designated as open gaming content except for terms deﬁned 
  as product identity above.  All illustrations, pictures, and diagrams are 
  Product identity and property of RPGObjects™.
  Introduction:  This entire chapter is closed content.
  Chapter 1: The class and occupation descriptions are closed content. All 
  other text in this chapter is open content.
  Chapter 2: This entire section is open content.
  Chapter 3: This entire section is open content.
  Chapter 4: This entire section is open content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Spooks/Blood & Spooks.pdf