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).