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ghost

Same text as in-game help ghost.

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ghost -- Monster Lineage (Remembrance / haunt)

You are unfinished business on the shared tank. **Playable translation:** a dead
**human soul** in the Monster chargen UI -- **not** Eve-lineage monsters or Purgatory prey. Score shows **State: Undead (unfinished business)** (not Living or psychopomp Deceased), **Presence** fuel, and **Form:** faded / manifested / dispersed.
Remembrance is your second meter -- haunt an anchor to steady it; scare the living to refill Presence; inhabit the weak for a short ride.

How you play
  0. cling (as spirit)  refuse the psychopomp road during death linger -- rise as a Path Ghost here (help death)
  1. haunt              claim this room as your Remembrance anchor
  2. hauntvigil         solo floor at that haunt -- Remembrance + FOC/PRE/RES (help hauntvigil)
  3. manifest / fade    show or hide your presence
  4. chill <name>       mid-fight cold-spot (works faded; help chill)
  5. attack <name>      ordinary fight rounds when manifested (faded: use chill)
  6. scare / rattle <name>   soft fear for fuel (help scare)
  7. inhabit <name>     ride a weaker living host; releasehost to leave (help inhabit)
  8. remembrance        status pane (also score lineage)
  9. passon             release the Path into Reaper ferry (help passon)

Top stats lean FOC / PRE / RES.

New Ghosts wake at the Mausoleum with Linger's Unfinished Business lesson -- talk Linger, then haunt this ground (help tutorial).

Mortal food and water do nothing for the dead -- your needs sheet pins hunger/thirst satisfied; Presence pressure is Path appetite, not a stomach.

On Prime Earth you cannot pick up mortal gear, punch a time clock, or claim sheriff cases -- mortal physics still block those unless you are riding a host (inhabit) or the item is ethereal in a spirit realm (help death | help vessel). Ghost copies of gear sit on the Veil -- the living do not see them without pierce sight or high Attunement (help veil). You **can** hurt the living: **chill** works while faded (telekinetic cold-spot, SPN-style); **manifest** first if you want ordinary **attack** rounds too (see help chill and help combat).

Top stats lean FOC / PRE / RES.

Lethal finish (after newbie protection) **disperses** you -- Remembrance tax, reform at your haunt -- you stay a Path Ghost. You do **not** enter the death-spirit / Reaper queue unless you **passon** (or **cling** rose you from a mortal death-spirit).

Town Gym train refuses Ghosts -- Haunt Vigil is your faucet (peer to bloodcircuit / vigil). Hunter salt / exorcise disperses you (Remembrance tax) -- reform at your haunt. Reapers do not auto-claim Path Ghosts. Soul stays Pure (human-frequency) -- death files Heaven or Hell by reputation, not Purgatory (help reputation).