Unliving Anchor
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The Nosferatu is ghost-touched, literally acting as a specter’s anchor in this world. Why is this? It’s most likely because the ghost is tied somehow to the Nosferatu. If the Nosferatu claimed the person as a victim accidentally, that person may continue in this world, fettered to the Haunt. The ghost may have once been a member of the Nosferatu’s own family, perhaps even a wife or a child that “lives on” as a specter, bound to the immortal vampire. It is possible, though, that the ghost has no actual connection to the character. Perhaps the character somehow convinces the ghost that he is someone other than he truly is, or perhaps the specter is grief-struck and lonely and gloms onto the Haunt because it senses a kind of “kinship in death.”
This Merit works similarly to the Retainer Merit (p. 116, World of Darkness Rulebook). Each acquisition of this Merit grants the character one spectral follower that claims him as anchor. Dots spent in the trait indicate the strength and ability of the ghost at hand. One or two dots suggests something akin to the power level of an apparition. Three dots are likely equivalent to the dice pools (though not necessarily the demeanor) of a poltergeist. Four dots suggests something on par with a deceiver, while five dots is closer to the level of a skinrider. (All such spectral types can be found on pp. 214-216, World of Darkness Rulebook) The ghost, however, has a number of Numina equal to the dots purchased in this Merit: no more, no less, regardless of the suggested trait levels.
For the most part, the ghosts do as the Nosferatu bids, though certainly they cannot affect the world as a human retainer would. In addition, the Nosferatu gains no bonuses to communicate with the spirit, and may have to work to get his messages or commands heard (or felt).
This Merit works similarly to the Retainer Merit (p. 116, World of Darkness Rulebook). Each acquisition of this Merit grants the character one spectral follower that claims him as anchor. Dots spent in the trait indicate the strength and ability of the ghost at hand. One or two dots suggests something akin to the power level of an apparition. Three dots are likely equivalent to the dice pools (though not necessarily the demeanor) of a poltergeist. Four dots suggests something on par with a deceiver, while five dots is closer to the level of a skinrider. (All such spectral types can be found on pp. 214-216, World of Darkness Rulebook) The ghost, however, has a number of Numina equal to the dots purchased in this Merit: no more, no less, regardless of the suggested trait levels.
For the most part, the ghosts do as the Nosferatu bids, though certainly they cannot affect the world as a human retainer would. In addition, the Nosferatu gains no bonuses to communicate with the spirit, and may have to work to get his messages or commands heard (or felt).
Drawback: Ghosts are persistent and somewhat invasive. The ghost will perform tasks as the Nosferatu bids, but keep in mind this is a two-way street. From time to time, the ghost will demand that the Nosferatu do its bidding. It may have an ancient enemy it seeks to dispatch or may want something far simpler, like to have the character visit its grave and put a certain type of flower upon it. A good rough guideline for Storytellers is that for every three commands the Nosferatu gives the ghost, the ghost will give one in return. If the Nosferatu fails to perform such a task, assume that the Merit loses a dot. This loss of a dot might represent the ghost literally losing power, or it might instead indicate that the ghost is unwilling to devote the breadth of its abilities for the Nosferatu’s needs. Dots can be regained through story and the appropriate experience points. If all the dots disappear, assume that the ghost is either gone forever, or is now hostile toward the character.