Powers

## Electrical

These are powers that affect electronic devices. Due to the nature of electric current, they may as well affect nearby mortals. Electrical powers are mastered by Gremlins, Wraiths, Thunder Spirits and some Fire Elementals.

* Cut Lights - Tier 1 - "Turns off the lights."
* Flicker - Tier 1 - "The lights flicker briefly."
* Spark - Tier 2 - "Causes sparks to fly from the haunter's fetter."
* Blow Fuse - Tier 3 - "Blows a fuse connected to the haunter`s location."
* Strange Behaviour - Tier 4 - "Affects the haunter's fetter, causing it to malfunction."
* Blackout - Tier 6 - "Blows most of the fuses in the haunting."
* Sparkstorm - Tier 6 - "Sparks fly from every electrical appliance."
* Wild & Crazy - Tier 7 - "Every device in the area malfunctions."
* Surge - Tier 8 - "A massive power surge causing malfunctions, electrocutions and blown fuses."

## Flow

Flow powers manipulate the fluids (which includes blood) present in the room as well as manifest new sources of them. They are mastered by Water Elementals as well as some Wights, Manes, Poltergeists and Spooks.

* Leak - Tier 3 - "Causes an unexpected flow of water."
* Gore - Tier 6 - "Turns water into blood."
* Seeping Blood - Tier 7 - "A gruesome flow of blood."
* Flood - Tier 8 - "Floods the area temporarily with water."
* Gushing Blood - Tier 9 - "Floods the area temporarily with blood."

## Ground

Powers that affect earth around the user, often in a way that handicaps mortals' movement. Ground powers are used by Earth Elementals, Wights, Poltergeists and some Spooks and Phantoms.

* Tremor - Tier 2 - "Causes a minor earthquake; the ground shakes briefly and then subsides."
* Slow - Tier 5 - "Prevents mortals from running away too quickly, leaving them feeling trapped."
* Trap - Tier 6 - "Freezes a mortal's muscles so they cannot move."
* Grave Stalk - Tier 7 - "Allows a haunter to follow a mortal that has come close."
* Quake - Tier 7 - "An earthquake shakes the ground destructively."
* Swallow - Tier 8 - "Causes a mortal to be swallowed up by the ground."
* Buried Alive - Tier 10 - "One hapless mortal becomes buried alive with utterly terrifying results."

## Pursuit

Pursuit powers directly affect mortals by allowing the caster to follow them. These powers are used by Headless Horsemen, Hordes and Spooks.

* Brief Scare - Tier 2 - "The ghost surges towards a mortal, as if they are about chase them."
* Hide & Seek - Tier 4 - "The haunter surprises the mortal a handful of times."
* Chase - Tier 6 - "The ghost pursues a mortal briefly."
* Deadly Pursuit - Tier 10 - "The haunter pursues its prey with fiendish intensity."

## Vessel

Vessel powers create special objects that can be used by other ghosts for binding. Other powers from this category allow the users to manifest themselves as a copy of targeted mortal. These powers are mastered by Tricksters and Fetches.

* Ethereal Gift - Tier 4 - "Creates an irresistible illusionary present that acts as a fetter for one ghost."
* Shapeshifter - Tier 7 - "Allows a Trickster to copy different forms, becoming a vessel that looks and acts like the mortals copied."
* Loathsome Aspect - Tier 8 - "The vessel briefly reveals its true form."
* Trojan Gift - Tier 9 - "Creates an irresistible illusionary present that acts as a fetter for up to four ghosts."
* Abhorrent Aspect - Tier 10 - "The vessel twists into a gruesome form"
* Ghoulish Gift - No Description

## Attraction

These powers cause the mortals to get interested in the caster's fetter. Used by Apparitions, Tricksters, Shadows and Wisps.

* Intrigue - Tier 2 - "Nearby mortals become interested in the haunter`s fetter."
* Fascinate - Tier 5 - "Mortals develop a strong interest with the haunter's fetter. More effective on nearby mortals."
* Obsession - Tier 7 - "Causes all mortals to develop an unhealthy attraction to a haunter's fetter, but is more effective on closer mortals."

## Dream

Powers that affect the mortals through their dreams. Used exclusively by Sandmen.

* Uncover Fear - Tier 1 - "Learn the details of a sleeping mortal's subconscious Fears, making them known."
* Dreamthief - Tier 3 - "Learn all the details of a sleeping mortal's fears, making subconscious and conscious Fears known."
* Sleep - Tier 5 - "Puts a mortal to sleep."
* Sleepwalk - Tier 7 - "Causes a mortal to sleepwalk, making them oblivious to ghosts. Sandmen may use this to roam."
* Dream Demon - Tier 8 - "Uses what is known of a sleeping mortal`s Fears to create terrifying nightmares."

## Emotion

Emotion powers affect mortals' behavior. Sandmen and Phantoms mostly use these powers.

* Fluster - "Puts a mortal on edge."
* Shattered Nerves - "Makes a group of mortals apprehensive."
* Taste Aura - "Reveals a mortal`s conscious Fears."
* Aura Reading - "Reveals the conscious Fears of a group of mortals."
* Unearthly Calm - "Creates the illusion of calm and quiet, preventing mortals from fleeing, as well as calming them down."
* Expose Fears - "Reveals all the Fears of every mortal present, including their subconscious Fears."

## Fear

Fear powers cause the targeted mortals to feel terror. Used mainly by Spectres, Wraights, Manes and Phantoms

* Fright - "Mortals present experience slight terror."
* Dread - "Causes mortals to feel quite afraid."
* Numb - "A hapless mortal goes numb with fear."
* Terrorise - "Mortals present become terrified."
* Paralyse - "Paralyses a mortal so they cannot move."
* Phobia - "Causes a mortal to suffer from a new Fear."
* Scared to Death - "A single mortal becomes so afraid they faint."

## Madness

Powers that affect target's mental wellbeing. Banshees, Shadows, Wendigos and Headless Horsemen use madness powers.

* Rage - "Makes a mortal angry."
* Ragestorm - "Makes all mortals in the area angry."
* Delusion - "Messes with a mortal`s mind, and may cause them to become interested in the haunter`s fetter."
* Mania - "Drives a mortal towards madness, and may cause them to investigate the haunter's fetter."
* Psychotic Rage - "Mortal suffers extreme madness and becomes angry."

## Telekinetic

Telekinetic powers manipulate physical objects. These powers are used by Spooks, Poltergeists and Phantoms.

* Kinesis - "The ghost uses it's telekinetic powers to throw objects."
* Spooky Stack - "All present objects become stacked precariously on top of each other."
* Twister - "A popular party game among ghosts, also known as `spin the mortal`."
* TK Storm - "Everything that isn`t nailed down flies around the room."

## Manifest

Manifest powers allow the user to be temporarily visible to all mortals. They can be used by Apparitions, Banshees, Spectres, Wraights, Headlesss Horsemen and Wisps.

* Strange Vision - "Allows the ghost to be seen very briefly."
* Hypnotic Image - "An irresistible hypnotic manifestation."
* Spooky Surprise - "The ghost reveals itself in a shocking and unexpected manifestation."
* Ghostly Apparition - "Allows the ghost to manifest a phantom image of someone."
* Terror Incarnate - "Allows the ghost to appear in its full, frightening grandeur."

## Mirror

These powers are used by Fetches to alter mirror reflections of the mortals.

* No Reflection - "An unsettling moment when a mortal can't see themself in the mirror."
* Twist Reflection - "Alters a person`s reflection slightly, unnerving them."
* Thing in the Mirror - "Causes a horrific abomination to be seen in the mirror."
* Macabre Reflection - "Turns all mortal reflections into skeletons."
* Clone - "Allows a Fetch to copy a mortal`s reflection, creating a vessel that looks and acts like the mortal copied."

## Noise

Noise powers produce sounds with many different effects. Used mainly by Banshees, Air Elementals, Wendigos and Spooks.

* Moan - "A distant moaning."
* Footsteps - "The victim seems to be being followed…"
* Rattle Chains - "The sound of rattling chains."
* Distant Thunder - "A distant peal of thunder."
* Laughter - "Insane laughter can be heard."
* Howl - "Intermittent howls in the night."
* Piping - "An eerie piping sound."
* Insane Invitation - "A distant voice calls softly to mentally unhinged mortals, drawing them closer."
* Shriek - "A single piercing shriek, using the voice of one of the mortals in the nearby area."
* Thunderclap - "A sudden crack of thunder."
* Wail - "An eerie lamentation that causes madness in unsettled mortals."
* Whisper - "A whispering voice that may drive mortals mad, especially if they fear noises."
* Siren Song - "The seductive song of the siren draws all to its sound."
* Shattering Song - "An unpleasant, high-pitched noise that can break glass."
* Voice on the Wind - "These ghostly voices play on the known Fears of the already unhinged, driving them insane."
* Cacophony - "A deafening, terrifying medley of horrifying sounds."

## Stench

Stench powers create unpleasant smell in the area. They are used by Phantoms, Manes and Wights.

* Lingering Smell - "A faintly disturbing aroma lingers in the air."
* Stink - "The haunter produces a rank, unpleasant odour."
* Suspicious Stench - "An intriguing, faintly disturbing smell."
* Queasy - "Makes a mortal sick to their stomach."
* Choking Odour - "Creates a foul cloud of unpleasant air."
* Nausea - "Produces an odour so disgusting that few mortals will be able to bear it."

## Mischief

These are harmless powers that play with mortals' behavior. Used mainly by Tricksters, Spooks, Poltergeists and Gremlins.

* Fool's Errand - "Confuses a mortal into hunting around random fetters for something that isn`t there…"
* Wild Geese - "Sends a group of mortals on a wild goose chase."
* Jinx - "Gives a mortal bad luck temporarily."
* Charm - "Makes a mortal lucky. Although not scary, it will help raise their belief in psychic phenomena."
* Luckstorm - "Strange luck affects every mortal."

## Nature

Nature powers cause the plants to appear and behave in unusual ways. They are used by Earth Elementals, Hordes and Tricksters.

* Flower Power - "Unnerves mortals with phantom flora."
* Creepers - "Tendrils reach up menacingly from the ground."
* Twisted Vines - "Threatening vines grow on the walls."
* Arboreal Prison - "Traps a mortal briefly with foliage."
* Wall of Weeds - "Seals mortals into a room briefly by encaging it with foliage."

## Portal

Portal powers interfere with the geometry of the haunting area. Apparitions and Shadows use these powers.

* Hidden Maze - "Certain doors in the house may lead directly to the location of the haunter`s fetter."
* No Way Out - "Traps mortals in a room temporarily so that they can't get out."
* Gate - No Desciption
* Labyrinth - "Gives a house a twisted geometry so that every doorway takes mortals somewhere different."

## Possession

Powers which allow the user to take control of the victim. Used by Spectres, Manes, Wights and Prowlers.

* Dominate - "Allows a haunter to take control of a mortal`s body briefly."
* Possess - "Allows a ghost to inhabit mortal bodies. This power may be used to roam."
* Danse Macabre - "Possesses all the mortals around the ghost in a perverse puppet show."

## Swarm

Swarm powers are used by Hordes. Depending on the ghost the creatures will take different forms.

* Scattered Swarm - "Creates a small Swarm of creatures."
* Dense Swarm - "Creates a medium-sized Swarm of creatures."
* Swarm Strike - "Causes some of the Horde's creatures to attack a mortal."
* Legion - "Creates a huge Swarm of creatures."

## Cold

Powers that lower the temperature of the environment. Cold powers are used by Wendigos, Apparitions, Shadows, Spectres and Wrights.

* Bitter Cold - "A chill atmosphere pervades…"
* Ice Breath - "Suddenly, it`s incredibly cold."
* Icy Touch - "Freezes a mortal in a block of ice."
* Frozen Stiff! - "Freezes every mortal present into ice blocks."
* Frostbite - "An arctic frost chills the area."

## Heat

Powers that increase the temperature of the environment. Heat powers are used by Fire Elementals, Headless Horsemen and some Manes.

* Sweat - "Suddenly it seems a little warm…"
* Roast - "An unnatural warmth."
* Bonfire - "Fire seems to dance throughout the area."
* Human Torch - "Turns a hapless mortal into a fireball."
* Inferno - "The area becomes devilishly hot."
* Great Balls of Fire - "Sets fire to all the mortals present, with hilarious results."

## Rain

Rain powers cause the clouds to appear as well as make objects to fall down from the sky in the area. Water Elementals, Wights, Thunder Spirits and some Manes use rain powers.

* Fog - "A damp fog hangs in the air."
* Rain - "Causes rain to fall."
* Hailstones - "Bombards the ground with hailstones."
* Haunted Hail - "Causes bizarre things to fall from the sky."
* Dark and Stormy Night - "When coupled with a Storm, terrifies any mortals caught in the tempest."

## Wind

These powers increase speed of the wind. Wind powers are mastered by Wendigos, Air Elementals and Banshees.

* Gather Winds - "Raises the force of the wind slightly."
* Gusts - "Significantly raises the wind force, and prevents the wind from dying down."
* Tempest - "Dramatically raises the force of the wind, and prevents it from dying down."
* Typhoon - "Severely raises the force of the wind, and prevents it from dying down."

## Snapshot

While the exact use for powers from this family is unknown, they would have been exclusively used by Chroniclers.

* Snapshot - No description
* Aura Reading - "Reveals the conscious Fears of a group of mortals."

## Darkness

Powers from this family would have focused on manipulating shadows and causing Darkness Horror. While the existence of the family is known, what ghosts besides Shadows would have used them is unknown.

* Creeping Darkness - No description