TEXT: “But ghosts aren’t white and bright. Ghosts are shadows of someone or some-
  thing gone wrong.” —Paul Tremblay, Disappearance at Devil’s Rock 
  This appendix expands on the Guide to Apparitions. 
  Mediums
  Characters with the Medium Talent are able to communicate with the dead. 
  Contacting the spirit world requires either a ouija board or the medium to enter 
  a trance, the latter being preferred in séances. Naturally, the use of a ouija board 
  requires the medium to actually possess such an object.
  Trances
  Entering a trance can be done anywhere (within reason) and requires no 
  special trappings. At the Gamemaster’s discretion, loud noise, constant inter-
  ruptions, or uncomfortable surroundings, each give a –2 penalty to the Empathy 
  roll.
  Trances come with inherent risks, especially if the medium is suddenly awak-
  ened. First, a Critical Failure means the medium has contacted with a demon 
  or some other evil entity. The spirit uses the medium’s mouth to threaten other 
  participants, swear like a trooper (not the done thing in polite society), or other-
  wise verbally harass the living. 
  The medium gets one chance to voluntarily break the psychic connection. 
  This requires a Willpower x 2 roll with a Difficulty equal to the spirit’s Willpower 
  rating (assume 3 as a default). Failure means the medium is trapped in the trance 
  unless awakened by another.
  Awakening a medium is never advisable, though sometimes it is a necessary 
  act. The medium must make a reflexive Willpower x 2 roll. The Difficulty depends 
  on the specific circumstances. Being loudly shouted at is Difficulty 5. Being vio-
  lently shaken is Difficulty 4. Suffering a nonlethal wound, such as being slapped 
  or punched, is Difficulty 3. Suffering a lethal wound lowers the Difficulty to 2. 
  Failure causes a temporary problem, depending on the degree of failure.
  Degree of Failure
  Result
  Simple
  Hysterical for one minute. They are unable to take 
  Attack or Move actions during that time, but may 
  still perform reflexive actions and defend themselves 
  normally.
  Complete
  As above, except the medium is stunned for the next 
  hour.
  Pitiful
  The medium gains the Amnesia Flaw for the next hour.
  Dreadful
  Catatonic shock (as knocked out) for the next 10 
  minutes.
  Abysmal
  As above, except the catatonia lasts for 24 hours.
  Critical
  One Sanity point lost in addition to the normal degree 
  of failure
  Fraudulent Mediums
  Not every medium has a psychic gift. Indeed, the great majority of those pro-
  fessing to be able to communicate departed love ones are frauds. Some perform 
  so-called feats of mediumship to help others come to terms with their grief. Such 
  an act might be considered a kindness, though many fraudulent mediums still 
  charge money. Other frauds fake séances purely for monetary gain or because 
  
                             
  Author: Paul Wade-Williams
  Editing: Anthony Boyd
  Graphic Design: Robin Elliott
  Appendix 4:
  Guide to 
  Apparitions
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  This game uses the Ubiquity Roleplaying System, 
  developed by Exile Game Studio (www.exilegames.com). 
  Ubiquity Roleplaying System, Exile Game Studio, and all 
  associated logos- and trademarks are copyright, Exile Game 
  Studio, LLC. Used with permission.
  Photograph (c) 2018 Paul Voodini and used with 
  permission
  ©2018 Triple Ace Games. Leagues of Gothic Horror 
  and all related marks and logos are trademarks of Triple 
  Ace Games. All Rights Reserved.
  
  Leagues of Gothic Horror
  
  they get a kick out of deceiving others in their time of 
  sorrow.
  Fraudulent mediums can appear to receive messages 
  from the dead that pertain to one of the séance partici-
  pants using Alienism: Profiling or Psychology or Empa-
  thy. The Difficulty of fooling someone into believing that 
  a loved one is communicating with them from beyond 
  the grave is equal to their Intelligence rating.
  Diabolical Powers
  Certain abilities require a specter to touch a victim. 
  Abilities that inflict damage, such as Chill Touch and 
  Lacerate, provide the ghost with a pool of dice and work 
  as normal (remembering that defending against an invis-
  ible entity prevents using Active Defense). 
  Others, such as Possession, make no mention of 
  any attack roll. If the ghost is invisible and the victim is 
  unaware of the spirit, the “attack” is automatically suc-
  cessful. If the spirit is Manifested, touching the victim 
  requires a Dexterity x 2 roll as an Attack action against 
  the victim’s Active Defense only.
  Changes to Existing Apparitions
  Gamemasters planning on using the new powers be-
  low may wish to make changes to the ghosts in Guide to 
  Apparitions.
  Banshee: Replace Despair with Primal Scream.
  Fright: Add Aging and Primal Scream to the elective 
  available powers.
  Haunted House: Replace one or two powers with 
  Animate Object and/or Steal Memories. The latter power 
  could also work slightly differently with the haunt. In-
  stead of losing their own memories, the victim becomes 
  convinced they used to occupy the house at some point 
  in history.
  Scare: Replace Nightmare with Primal Scream.
  Screaming Skull: Replace Noise with Primal 
  Scream.
  Aging
  Sometimes the sight or sound of a ghost can cause 
  premature aging in mortals. 
  The ghost must either touch the victim or be Mani-
  fested before them. The spirit then makes a Willpower 
  x 2 roll against one opponent. If it rolls more successes 
  than the target’s Body rating, the victim suffers from pre-
  mature aging for the remainder of the combat or scene. 
  This manifests as the Elderly Flaw.
  If it rolls more than double the victim’s Body rating, 
  the victim suffers from permanent whitening of their hair 
  from the shock as well as temporary aging. If it rolls more 
  than three times the victim’s Body rating, the victim per-
  manently gains the Elderly Flaw. Characters who already 
  have the Flaw gain the Dying Flaw instead.
  This ability can be used on an individual opponent 
  only once. After this, that person is immune to the ghost’s 
  insidious aging power.
  Haunting points: Equal to the victim’s Body x 2.
  Animate Object*
  The ghost has the capacity to attach itself to an inani-
  mate object and animate it. The object must have some 
  form of potential locomotion. For instance, a child’s doll 
  or statue has legs, as does a chair or table! To move other 
  objects, such as wielding a sword, requires Telekinesis.
  The object has the same Physical Attributes or Struc-
  ture as the base object, but gains the spirit’s Mental 
  Attributes. Gamemasters should use the physical stats 
  for Animated Statues (see Guide to Mummies) or Evil 
  Puppets as a guideline. 
  The spirit replaces its existing Skills with one suit-
  able ones. For example, one that takes control of an 
  automobile (it has wheels and is thus mobile) probably 
  only needs Pilot: Automobile, where an animated statue 
  might have both Athletics and Brawl.
  Haunting points: Varies with the object’s Size. Size 1 
  or lower requires 1 Haunting point. Larger objects have 
  a Haunting point cost equal to their Size.
  Malfunction
  The ghost can cause one piece of electrical or me-
  chanical machinery to malfunction. Depending on the 
  ghost’s desires, the machinery can break down entirely 
  (an automobile engine refuses to start or the brakes fail) 
  or start behaving in an unexpected manner (Automatic 
  Transcriber starts writing the same phrase over and over 
  again regardless of the input). The device remains mal-
  functioning until repaired.
  Haunting points: Equal to the Difficulty of the roll to 
  repair the malfunction.
  Primal Scream
  Prerequisite: Manifestation and Noise or Speech.
  Often possible when Manifested, the haunting spirit 
  emits a piercing, tortured scream that chills the blood.
  The spirit makes an Intimidation roll against all op-
  ponents within 10 feet. If it rolls more successes than an 
  opponent’s Willpower rating, the victim is paralyzed with 
  fear and unable to move or attack for a number of turns 
  equal to the number of extra successes the ghost rolled. 
  An opponent may defend normally, but the spell is bro-
  ken if they are attacked during this time. If the ghost rolls 
  more successes than twice its opponent’s Willpower, the 
  victim flees in terror for a number of turns equal to the 
  total number of extra successes rolled.
  Haunting points: Equal to the victim’s Willpower.
  Steal Memories
  Certain insidious spirits have the ability to steal a 
                                                      
  
  Appendix 4: Guide to Apparitions
  
  mortal’s memories through the Minor Possession ability. 
  Such loss, while unsettling, is at least brief. A few entities 
  can permanently siphon a person’s memories.
  On touching a living victim, the spirit makes a 
  Willpower x 2 roll. If it rolls more successes than an 
  opponent’s Willpower rating, the opponent suffers the 
  Amnesia Flaw for 24 hours. If the entity rolls more suc-
  cesses than twice its opponent’s Willpower rating, then 
  the Amnesia is permanent.
  At the Gamemaster’s discretion, the destruction of 
  the entity may restore the memories, the lost memories 
  may naturally return in several months or years, or be 
  restored after a suitable period of psychoanalysis.
  Haunting points: Equal to 1+ the victim’s Willpower 
  rating.
  Catalog of Fiends
  Apostate
  An apostate is someone who has turned away from 
  their religion. In the case of Christians, apostasy is a 
  considered a willful rebellion against Christ by someone 
  baptized into the faith. Satan is thus the ultimate apos-
  tate. An apostate ghost is usually one refused passage into 
  the afterlife by the former great power it worshipped. In 
  terms of specters, it can also refer to a heretic or one 
  who dies unshriven of a mortal sin.
  A being of vengeance, a haunting apostate lacks the 
  power to take its wrath out on a deity directly. Forever 
  bound to remain in the mortal world unless it makes 
  amends for its apostatized state, it takes out its anger on 
  worshippers of its former faith.
  While full possession of a victim and overly forcing 
  them to rebel or sin against their god would leave little 
  taint on their soul, it can whisper insidious words into 
  victims’ ears and encourage them to sin.
  Apostate
  Follower 1
  Archetype: Spirit; Motivation: Revenge; Style: 0
  Primary Attributes: Body 0, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 5
  Secondary Attributes: Size 0, Move 4, Perception 7, 
  Initiative 4, Defense 7, Stun N/A, Health 6, Horror —
  Skills: Con 8, Empathy 7
  Talents: Skill Aptitude (+2 Con rating)
  Resources: None
  Powers: Illusion, Mimicry, Minor Possession (Callous, 
  Delusion, Depressed, Envious, Gluttonous, Intolerant, 
  and Lustful only), Speech, Suggestion
  Flaws: Ephemeral (Cannot communicate or use tools 
  except through applicable special powers)
  Weapons: Punch 0N
  Blight
  Blights are among the weakest haunting spirits, being 
  more of a minor nuisance than any threat to the living. 
  Many members of the Ghost Club consider them as noth-
  ing but a sub-type of pest (see Leagues of Gothic Horror 
  Expansion). Unlike pests, though, blights are focused on 
  rotting food and producing nauseating odors of putre-
  faction.
  Spiteful and petty in life, these annoying entities are 
  typically fettered to a place. Many are the spirits of for-
  mer owners, angry that others have moved into “their” 
  home and desirous that the interlopers vacate as quickly 
  as possible. Although incapable of speech, blights, like 
  other haunting spirits, understand the living. More often 
  than not, ridding a house of a blight requires only that 
  the spirit is convinced that it has no right to the property 
  anymore and should move on.
  Blight
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 3
  Secondary Attributes: Size 0, Move 4, Perception 4, 
  Initiative 3, Defense 5, Stun N/A, Health 4, Horror —
  Skills: Empathy 6
  Talents/Resources: None
  Powers: Liquid (spoiling only), Odor (rot only), Putrefy
  Flaws: Ephemeral (Cannot communicate or use tools 
  except through applicable special powers)
  Weapons: Punch 0N
  Glitch
  The first glitches were recorded by early paranormal 
  investigators shortly after the advent of the Industrial 
  Revolution. Whether or not these entities existed before 
  humanity started to make use of complex machines is a 
  matter of debate in the Ghost Club. Supporters of them 
  being a much older spirit point to the Greeks, who had 
  primitive steam-powered machines, watermills, double-
  action pumps, and catapults. Other suggested it was the 
  introduction of primitive cannons, renowned for explod-
  ing if mishandled, during the Middle Ages that saw the 
  first glitches spawned.
  The majority of glitches are angry spirits resulting 
  from deadly industrial accidents, though in recent years 
  glitches born of mishaps, or deliberate deaths, caused by 
  weird science have been growing in number.
  The Ghost Club categorizes glitches as “annoying” or 
  “deadly.” The former are tricksters set on mischief rather 
  than causing any real harm, though their tinkering may 
  inadvertently result in deadly peril. The latter are hell-
  bent on using their powers to injure, maim, or kill.
                                                   
  
  4
  Glitch
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, Strength 1, 
  Charisma 0, Intelligence 2, Willpower 4
  Secondary Attributes: Size 0, Move 3, Perception 6, 
  Initiative 4, Defense 6, Stun N/A, Health 4, Horror —
  Skills: Empathy 7
  Talents/Resources: None
  Powers: Animate Object (usually just vehicles), Malfunc-
  tion
  Flaws: Ephemeral (Cannot communicate or use tools 
  except through applicable special powers)
  Weapons: Punch 0N
  Guardian
  Among many ancient cultures a person heading to 
  the afterlife would require trappings according to their 
  needs when living. The great pharaohs of Egypt, for in-
  stance, were entombed with fabulous wealth in the form 
  of jewelry, furniture, and other ornaments, not to men-
  tion their golden sarcophagi and death masks. 
  It was also not uncommon for the dead to be accom-
  panied by servants. Sometimes symbolic statues were 
  used as substitutes for the living, as was the case with 
  Egyptian ushabti figurines. Other times, one or more 
  servants (sometimes numbering in the dozens or even 
  hundreds) would be ritually murdered so their spirits 
  could accompany their master into the next world.
  Even with their mortal remains and wealth secured 
  inside a monumental edifice or concealed in hidden 
  chambers cut deep into rock, the honored dead were 
  often robbed of their grave goods and their corpses torn 
  apart for the jewelry worn on their person. Deadly traps 
  were certainly an option, but mechanisms could be cir-
  cumvented or subject to decay through the ages. Since 
  living guardians would require constant supplies, not 
  to mention replacements for those who retired or died, 
  many rulers opted to fetter spirits to their tomb.
  Unwaveringly loyal in life, priests and soldiers volun-
  teered to have their souls watch over their masters’ re-
  mains for eternity. Bound through potent magic and holy 
  vows sworn in the name of the gods, they still wander the 
  silent corridors and chambers, ever vigilant for intruders, 
  and prepared to enforce their masters’ will by force.
  At the Gamemaster’s discretion, the mortal remains of 
  guardian spirits were preserved in their master’s tomb. 
  Through Animate Object, they can animate their remains 
  (only their own) as skeletons or Category 0: Shambling 
  Corpse mummies (see Guide to Mummies).
  Guardian
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, Strength 1 
  Charisma 0, Intelligence 1, Willpower 4
  Secondary Attributes: Size 0, Move 3, Perception 5, 
  Initiative 3, Defense 6, Stun N/A, Health 5, Horror —
  Skills: Empathy 6
  Talents/Resources: None
  Powers: Blackout, Manifest, one from Lacerate and Stran-
  gulation, and one from Animate Object, Illusion, Minor 
  Possession, Mist, Possession, Suggestion, and Telekinesis.
  Flaws: Ephemeral (Cannot talk or use tools)
  Weapons: Punch 0N
  Guilt
  In its mortal existence, a guilt was directly respon-
  sible for causing great loss of life. The disaster may have 
  been caused by negligence or inattention, but rarely was 
  it a deliberate act of destruction—as the name suggests, 
  guilts feel responsible for the outcome. Indeed, it is that 
  deep-seated remorse that fetters them to the mundane 
  world, albeit in a twisted form. Many guilts are suicides, 
  though that is not a requirement—all that matters is that 
  the person dies feeling regret.
  One might think a guilt would endeavor to prevent 
  another disaster by forewarning a mortal of impending 
  doom, thus redeeming its soul. Instead, it seeks to cause 
  another disaster in the hope of transferring its feelings 
  to another. As the old adage goes, misery loves company. 
  Two wrongs do not make a right, of course. Instead of 
  helping the spirit move on, each disaster it causes binds 
  it more firmly to the mundane world. In turn, the spirit’s 
  frustration and anger grow stronger.
  Guilts cannot directly affect the physical world. One 
  could not restrain a train driver from applying the brakes 
  (say through Paralysis) or turn the wheel of a ship toward a 
  collision (via Telekinesis), for instance. They can affect the 
  senses and play tricks on the mind, though. In this way the 
  victim blames themselves, rather than an external force.
  Guilt
  Follower 0
  Archetype: Spirit; Motivation: Escape; Style: 0
  Primary Attributes: Body 0, Dexterity 2, Strength 2, 
  Charisma 0 Intelligence 1, Willpower 4
  Secondary Attributes: Size 0, Move 4, Perception 5, 
  Initiative 2, Defense 7, Stun N/A, Health 5, Horror —
  Skills: Empathy 6
  Talents/Resources: None
  Powers: Illusion, Minor Possession*, Suggestion
  Flaws: Ephemeral (Cannot communicate or use tools 
  except through applicable special powers)
  Weapons: Punch 0N
  * Only inflict Absent-Minded, Blasé, Hesitant, Impul-
  sive, Lazy, Overconfident, Stubborn, & Thrill Seeker. A 
  guilt can also impart Hard of Hearing, Mute, and Poor 
  Vision.
  Leagues of Gothic Horror
  
  
  Haunted Tree
  Follower 0
  Size: 8-16, Defense: 6-8, Structure: 18-26
  Attributes: Charisma 0, Intelligence 1, Willpower 4
  Powers: Illusion, Manifestation, Putrefy, Strangulation
  Trees are capable of living for centuries. In that time, 
  they have witnessed the brief lives of generations of hu-
  mans. They have seen the best and worst in people. One 
  of the travesties performed by man is the killing of his 
  own kind. Whether an act of racial hatred or religious 
  intolerance, or performed out of revenge or fear, count-
  less innocents have been hung from boughs.
  Sometimes the soul of the deceased becomes more 
  than fettered to the tree—the point of its death—and 
  instead becomes part of the living plant.
  Since it has no Move rating, it is incapable of move-
  ment. As such, it Manifests only in one spot. Typically 
  it either stands before the trunk in the guise worn as a 
  mortal, or hangs from a bough as it did in life. Strangula-
  tion is always a physical manifestation. In this case, the 
  boughs animate and attack victims.
  A haunted tree is just a corporeal shell for the entity. 
  Hacking it down does not destroy the spirit—it remains 
  rooted to the spot where the tree once grew. 
  Over time, a haunted tree can grow spiritually as 
  it becomes host to multiple spirits. Some are those of 
  mortals hung here by their peers, others the ghosts of 
  people slain by the tree. As a guide, a haunted tree gains 
  +1 Willpower for every 150 years since the first victim 
  was hung on its boughs. Each point also grants it an ad-
  ditional special ability.
  Mirror Haunt
  Related to hauntraits (see Guide to Apparitions), mirror 
  haunts are created when a person (or persons) endures a 
  terrible death in the presence of an otherwise ordinary mir-
  ror. In place of becoming a mobile spirit, the soul becomes 
  fettered inside the reflective surface. To be exact, the ghost 
  occupies every mirror in the building in which it died.
  These apparitions cause mortals to witness the spec-
  ter’s grisly birth (i.e., the moment of its mortal death) 
  by replaying the horrific event in a mirror, along with 
  emitting agonized screams. Even without the capacity 
  for true speech, many mirror haunts can repeat a single 
  phrase: “Help me!”
  Although they ultimately seek to avenge their deaths, 
  mirror haunts are violent toward the living in general. 
  Each can project the manner of its death on a living 
  person. For instance, a mirror haunt brutally stabbed to 
  death can inflict stab wounds using Lacerate. Despite its 
  name, this ability can mimic many other forms of physi-
  cal death, such as bludgeoning. A victim of strangulation 
  or poison uses Strangulation, while one that burned to 
  death employs Firestarter.
  Once they realize the nature of the threat, globetrot-
  ters may decide to simply smash or cover any mirrors. 
  Alas, such efforts are in vain—the mirrors are imbued 
  with supernatural toughness and the spirit can remove 
  any coverings using its damaging powers.
  Mirror haunt
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 1, Strength 1, 
  Charisma 1 Intelligence 1, Willpower 5
  Secondary Attributes: Size 0, Move 2, Perception 6, 
  Initiative 2, Defense 6, Stun N/A, Health 6, Horror —
  Skills: Intimidation 6
  Talents/Resources: None
  Powers: Glimpse, Ignite, Illusion, Noise, plus one from 
  Firestarter, Lacerate, and Strangulation
  Flaws: Ephemeral (Cannot communicate or use tools 
  except through applicable special powers)
  Weapons: Punch 0N
  Rage
  Often mistaken for hates (see Guide to Apparitions) 
  by inexperienced ghost hunters, rages are the souls of 
  violent lunatics and psychotic murderers. Death has 
  not dampened their desire for motiveless bloodshed. 
  On rare occasions, a rage is born from a violent death, 
  becoming a mirror reflection of its killer. There are three 
  types of rage.
  The first takes greatest delight in leading mortals to 
  commit acts of violence through subtle insinuations and 
  insidious whispers, causing mild-mannered citizens to 
  develop short-tempers or answer even mild insults with 
  violence. If that fails, they are more than capable of more 
  direct action, either through more powerful suggestion 
  or full possession.
  The second type takes matters into their own spectral 
  hands. Still driven to commit murder, they tear and rend 
  their victims, leaving them in bloody tatters. A small few 
  kill with a single stroke to the heart or slit the throat.
  The murderous drive of these fiendish entities can 
  rarely be achieved through peaceable means. Most ghost 
  hunters have no hesitation in destroying rages at the first 
  opportunity.
  Rage
  Follower 0
  Archetype: Spirit; Motivation: Destruction; Style: 0
  Primary Attributes: Body 0, Dexterity 2, Strength 2, 
  Charisma 0 Intelligence 1, Willpower 4
  Secondary Attributes: Size 0, Move 4, Perception 5, 
  Initiative 2, Defense 7, Stun N/A, Health 5, Horror —
  Skills: Empathy 6
  Talents/Resources: None
  Appendix 4: Guide to Apparitions
  
  Leagues of Gothic Horror
  
  Powers: Type 1: Minor Possession (Belligerent or Short-
  Temper only), Possession, Primal Scream, Suggestion; 
  Type 2: Lacerate, Manifestation, Primal Scream
  Flaws: Ephemeral (Cannot communicate or use tools 
  except through applicable special powers)
  Weapons: Punch 0N
  Unique Heroes
  The Great Voodini
  Stage magician, poet, and medium, the Great Voodini 
  has amazed music halls packed with riff-raff and held 
  private séances for the cream of European royalty. Even 
  his critics (and he has a few vocal ones) begrudgingly 
  acknowledge his skill, though they still believe he is a 
  fraud—he’s just a damn good one. Whether skeptics or 
  believers, the general populace—especially those who 
  have seen him on stage recently—would be astounded 
  to learn that the Great Voodini is dead, and has been for 
  several years. Despite his untimely demise, the magician 
  has no awareness that he is actually a ghost.
  As far as he remembers, he went to Tibet to study the 
  mystic art of translocation. His last memory after that was 
  being in his house. He has come to the conclusion that 
  he mastered the art, hence why he does not remember 
  the long voyage home.
  Before his untimely death, Voodini was an accom-
  plished stage magician but a fraudulent medium. Since 
  his “return” from Tibet, Voodini has discovered that he 
  can actually talk to the dead. As far as he is concerned, 
  his time in Tibet opened his mind to and allowed him to 
  see behind the veil of death.
  As a ghost, Voodini can obviously see and converse 
  with fellow apparitions in the same way that living people 
  can interact with each other. In that regard, he believes 
  he can now see dead people. He also has a strong link 
  to the other side, being able to communicate with spirits 
  that have passed beyond the mortal realm. For reasons 
  he cannot fathom, Voodini has become something of a 
  magnet for apparitions, especially those seeking a route 
  to the here-after.
  Since he does not yet understand he is a haunting 
  spirit, Voodini does not interact with the living when in 
  his incorporeal state. Instead, he enters a kind of limbo, 
  his unconscious mind creating mundane memories of 
  him eating, working, and sleeping. Only when he elects 
  to take corporeal form (such as when he performs on 
  stage) does he gain any true memories.
  Unlike many ghosts, Voodini is not fettered—he can 
  roam as he desires. Until he comes to realize that he is a 
  ghost, he has no way of knowing how to leave the earthly 
  realm behind.
  The Great Voodini
  Patron 1
  Archetype: Spirit Occultist; Motivation: Wisdom; Style: 1
  Primary Attributes: Body 0, Dexterity 2, Strength 2, 
  Charisma 3 Intelligence 3, Willpower 5
  Secondary Attributes: Size 0, Move 4, Perception 8, 
  Initiative 5, Defense 7, Stun N/A, Health 8, Horror —
  Skills: Academics: Occult 5, Art: Poetry 6, Con 5, Empa-
  thy 8 (Intuition 9), Larceny 6 (Sleight of Hand 7)
  Talents: Medium (Can talk with the dead), Skill Aptitude 
  (+2 Empathy rating)
  Resources: Artifact 1 (Lesser Talisman of Protection; 
  grants Psychic Resistance 1)*, Fame 1 (Medium; +2 
  Social bonus), Rank 3 (Circle of Mediums; +4 Social 
  bonus), Rank 1 (Magicians’ Circle; +2 Social bonus)
  Powers: Corporeal Form, Speech
  Flaws: Ephemeral (Cannot communicate or use tools), 
  Weirdness Magnet (+1 Style point whenever he ends up 
  involved in supernatural events)
  Weapons: Punch 0N
  * Bonus Resource from his Rank (Circle of Mediums).
                                                               
  
SOURCE: textdata/thevault/Triple Ace Games/Leagues of Gothic Horror/Appendix 4 - Guide to Apparitions.pdf