Spirit
Spirit is a general classification of the several different species of incorporeal beings. Each one of them possessing very different sets of flaws and powers. In the Era of the Purge they were hunted to extinction on Zonaricht by ghost hunters and "put to rest". Now days there are spirits that did not come from mysterious hauntings and superstition, but from their home plane of Necrosi. Spirits are somewhat on the lower end of the social spectrum in all societies because they are often too narrow minded and stubborn by nature.
In the modern day they often possess and inhabit special clothing or armor to gain a physical form so that they might interact with the world around them.
Stats
Cost: 40 Experience
Medium Creatures
7m Base Speed
No lifespan due to age
14 Starting Health
-2 Will
Incorporeal: Spirits are not harmed by physical weaponry, bullets and blades simply pass through them even if it might damage their possessed apparel. However, they take an additional damage die from all magic (including ethi) weapons and they take the maximum possible damage from area of effect spells that engulf them. They cannot physically interact with anything except via spells, if they are holding or wearing something when they are possessing armor it does not come with them when they stop possessing it, it simply falls or floats off into space. While incorporeal they can pass through walls, but beware it is fairly common for secure structures to employ wards that prevent them from passing through walls.
Spirits also do not roll to be wounded, but any effect that reads "if you wound" are counted as automatic successes regardless of how much damage is actually dealt.
Incarnum Possession: A special incarnum meld is available to Ghosts and Spectres, it has the following profile:
Avatar of Spirits
Chakra: Soul
The avatar of spirits grants an almost physical form to spirits from Necrosi. While this meld is active the spirit is considered corporeal (and can be damaged as normal). It takes the appearence of whatever humanoid clothing or armor the spirit desires, though their vibrant color and smoky texture remain over the shape.
Essentia: For every point of essentia the avatar of spirits gives +1 strength and +1 dex up to a maximum of 6 essentia can be used for this.
Classification: All spirits fall into a narrower category dependent on their spiritual makeup that helps identify their traits and abilities. In choosing a classification it should be noted that you must follow the behavior it is listed they take, if you choose to be a Shade you cannot enter any battles unless you are struck. This includes not positioning yourself in harms way to get you struck, and if allies hit you then you can only attack against them.
Ghost: They retain an aspect or a goal and are very hard to deter from it, but are otherwise very human in their mannerisms which makes them acceptable in society. They're identifiable by the eery blue glow that radiates from them.
---Ghost: Pick a goal and stick to it, must make sense for an ageless being to have as a goal.
---Possession: Ghosts can possess clothes and armor suits to give themselves a material form.
---Incarnum Possession: Ghosts can gain physical form and power through special incarnum magic
---Travel the Immaterium: Ghosts can let their wispy forms break apart and flow into the winds, this allows them to travel at twice their base movement and reform where they like. This does not bring any possessed armor with them, but incarnum mantles can be unmade and made again.
Shade: Spirits from the higher plane of shadow, they are living essences of darkness. They are actually quite civilized and likeable, they rarely leave their plane but when they do it is easy enough to get along with their calm demeanor. They generally look like dark grey or black smoky clouds.
---Shade: Calm and does not enter battle unless struck, seeks knowledge
---Move through Shadow: Shades live in the plane of shadows, they can enter a shadow and exit from another one up to 20 meters away.
They may also to remain in a shadow and become untargetable until they come out of another shadow or the one they first entered. Shining light on the shadow they entered does not affect this and they can just exit another shadow when they please.
Spectre: An evolution close to ghosts, a spectre is a haunting figure that emits a purple glow. These ethereal figures by great necromancers or as runoff of Necrosi reproduction rituals. In general they are on the mischevious or downright wicked side of things.
---Spectre: Behavior leans toward evil, whether that be pirates or vampire lords.
---Possession: Spectres can possess clothes and armor suits to give themselves a material form.
---Incarnum Possession: spectre can gain physical form and power through special incarnum magic
---Necrocarnum: Spectres are closely tied to the power of Necrocarnum, it costs 5 less xp to learn necrocarnum melds. They also innately gain +2 to any attribute stat for 24 hours if they kill something, this does not stack.
Wraith: Born of dark urges these creatures have a narrow minded need to cause havoc and evil. They are easily identifiable by the red glow their eyes and smoky form tends to emit and are hated as there is no exception, wraiths are evil. They are most often only civilized when under the command of greater undead beings such as Vampires or powerful wizards that can keep them in line.
---Wraith: Seeks to align with evil schemes, only controllable when under command of a more powerful being.
---Descend from Darkness: Wraiths blend surprisingly well into the darkness. In dark enough shadows they are invisible.
---Wraith Touch: Deals 1d6+will damage to a single target on touch. The target must make an opposed will check against the wraith, if they fail they lose one action from their next round.