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Darekun

CDI

May 29th, 2019
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  1.         <h3>Classification System</h3>
  2.     <p>Seven classes for paranormal phenomena. They're generally ranked by raw psychokinetic strength, although it's possible for an entity to become more powerful without advancing to the next class.</p>
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  4.         <h4>Class I</h4>
  5.     <p>Undeveloped forms, insubstantial and difficult to see. They lack the psychokinetic power to affect the physical environment. Interaction is thus limited and enigmatic, and often fades in and out. Examples include spectral lights, voices and sounds, ectoplasmic vapors, localized cold spots and other telekinetic tactile sensations bearing no force. While technically spectral entities, they're more often treated as mere phenomena, the ghostly equivalent of the wind.</p>
  6.     <p>Simple application of a proton pack beam is normally enough to neutronize Class I phenomena.</p>
  7.  
  8.         <h4>Class II</h4>
  9.     <p>Developed forms, the small change of the afterlife. They're strong enough to focus in time and space on the material plane, although their manifestations tend to be vague, inconsistent, or incomplete(floating sheets, ghostly hands, animated lips, shifting between them, etc). They can physically manipulate the material environment, either directly through telekinetic action or indirectly through possessing inanimate objects.</p>
  10.     <p>Although a proton pack beam can normally neutronize Class II entities, some can retaliate.</p>
  11.  
  12.         <h4>Class III</h4>
  13.     <p>Anonymous hauntings. Their manifestation is fully-formed, they're socially-reactive, they express personality and emotions(even if these are routinely capricious), but their identity isn't established. Identifying an entity has varied results. Since Class III ghosts <i>have</i> a pre-death identity, and just don't know it, that identity can be established to them; they'll generally either depart or advance to Class IV. Class III non-ghost entities can develop an identity, and thereby advance to Class IV.</p>
  14.     <p>Entities starting with Class III can maintain a corporeal body made of ectoplasm. Some Class III entities are virtually indistinguishable from a person, although due to the typical capriciousness they rarely choose to masquerade as one for long. Some do so in order to ensnare the living, whereupon they vanish into thin air, or spin their head around, or otherwise abruptly break the illusion. Other Class III entities are phantasmagoric mockeries of living creatures, with distended features and exaggerated behaviors. Even at this class, many entities manifest indistinctly below the chest.</p>
  15.     <p>Often difficult to deal with, Class III ghosts generally have sophisticated means of defense. Often the easiest way to deal with a Class III haunting is to find and establish their identity, so they move on to the next plane of existence without fuss&hellip; but it can backfire if they advance to Class IV and more-fully resist "the light".</p>
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  17.         <h4>Class IV</h4>
  18.     <p>Identity is established. They have a distinct form and personality with known identity, such as General Custer or Cleopatra. A ghost remembers some or all of their memories from life. The variety in form remains, and a Class IV is more likely than a Class III to deliberately reshape over time. Unlike a Class III, however, a Class IV is unlikely to be capricious, instead pursuing goals based on their wants, desires, addictions, and habits, which remain from life(even if they continue to change over time).</p>
  19.     <p>A Class IV is capable of immense power given a source to draw from, such as the cache of <a href="http://ghostbusters.fandom.com/wiki/Psychomagnotheric_Slime" title="Psychomagnotheric Slime">Psychomagnotheric Slime</a> known as the <a href="http://ghostbusters.fandom.com/wiki/River_of_Slime" title="River Of Slime">River Of Slime</a> or the raw ambient energy of <a href="http://ghostbusters.fandom.com/wiki/Gozer" title="Gozer">Gozer</a> as it built up towards its next manifestation. In these cases, the Class IV can exhibit power typical of a Class VI or Class VII.</p>
  20.     <p>Economic disposal methods include research into the entity's background, and possible communication with it. Trapping and containment may be preferable to true disposal.</p>
  21.  
  22.         <h4>Class V</h4>
  23.     <p>A Class V entity is powerful enough to generate its own ectoplasmic body, but has transcended their connection to humanity in general. They have a fully-formed ectoplasmic body, which can have lifelike characteristics like limbs and a discernible face, but will generally be quite divergent from any living thing. They may have a humanlike personality and intelligence, or a raw emotional drive, or a mentality entirely alien to mortal existence.</p>
  24.     <p>While advancement of lower-class entities happens, Class Vs can also be directly produced by the intersection of highly-charged emotion and ambient PKE, or indirectly produced via "waste PKE" from a ritual.</p>
  25.     <p>Neutronization of Class V entities is possible, but likely more trouble than it's worth. Trapping and containment is recommended.</p>
  26.  
  27.         <h4>Class VI</h4>
  28.     <p>Apex ghosts of lower life forms, and comparable entities. A Class VI will have an ectoplasmic body(like a Class V), but it will be animalistic and primally-powerful(unlike a Class V), with appetites and instincts to match their living counterparts. They may or may not be of a specific living species, and even if they match in shape, they can generally change size, if they figure out how. A giant penguin attacking a mugger in Central Park, `, `, that sort of thing. </p>
  29.     <p>Class VI entities can make for some of the most dangerous regularly appearing manifestations. Unique solutions are often required to handle them, including research into habitats, allergies, natural enemies, etc.</p>
  30.  
  31.         <h4>Class VII</h4>
  32.     <p>Metaspectres. The most powerful class; if it's possible to distinguish a greater being, then it's still pointlessly academic, and all greater entities are considered Class VII. Obsessively malevolent, exceptionally powerful, and exhibiting control over subordinate forms, such entities are potentially very dangerous. These are often identified by primitive cultures as "demons" or "gods". Entitles which fit this classification include Gozer and Zuul. They're capable of communication with humans, and aren't totally alien in their thought processes, desires, emotional needs, and yes &mdash; more often than not, their origins.</p>
  33.     <p>Neutralizing a Class VII entity is usually a problematic undertaking at best. Most standard procedures are futile. The most realistic plan is to take measures to prevent these things from entering the mortal plane in the first place. Once present they are to be avoided, as usually luck is the only way to survive an encounter.</p>
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  37.         <h3>Description/Identification System</h3>
  38. <DL>
  39.     <DT>Animator</DT><DD>An entity capable of animating objects, whether by telekinesis or by inhabiting/possessing them.</DD>
  40.     <DT>Caustic</DT><DD>Corrosive, burning, or just plain dangerous. Caustic secretions are a common manifestation of "uncontrolled" ectoplasm, often making ghostbusting quite literally a dirty job.</DD>
  41.     <DT>Composite</DT><DD>A collection of things; often used to distinguish a possessing/animating entity from a "simple" spectral entity.</DD>
  42.     <DT>Corporeal</DT><DD>Solid, tangible; can equally describe spectral entities with physical bodies made of ectoplasm, regular living creatures, and/or physical objects.</DD>
  43.     <DT>Deity</DT><DD>A supreme being, generally a legendary Class VII.</DD>
  44.     <DT>Entity</DT><DD>Any reactive PKE phenomenon, whether remnant, revenant, or disconnected from earthly life entirely. Alternately, an entity who specifically isn't a ghost in the specific sense. The first meaning is also called spectral entity, in order to distinguish it from the second meaning.</DD>
  45.     <DT>Ethereal</DT><DD>Disembodied or intangible; generally describes an entity with neither an ectoplasmic body nor a possessed host.</DD>
  46.     <DT>Floater</DT><DD>An entity capable of traveling and maneuvering in midair. Often limited to low speeds and/or low heights above the ground.</DD>
  47.     <DT>Focused</DT><DD>Describes a ghost tied to the specific location where it first appeared, and unable to roam from there. Theoretically can be applied to a non-ghost entity bound that way. Also called <B>anchored</B>. Contrast with roaming.</DD>
  48.     <DT>Full-Body</DT><DD>Describes an entity with a full humanoid body, including arms and legs, although possibly missing a head or the like. Rarer than full-torso or especially upper-torso.</DD>
  49.     <DT>Full-Roaming</DT><DD>Describes an entity who can stray freely, not bound to any location. Also called <B>free-roaming</B>, or <B>free-floating</B> for a full-roaming floater, or <B>free-repeating</B> for a full-roaming repeater. The full form of roaming. Contrast with focused and limited-roaming.</DD>
  50.     <DT>Full-Torso</DT><DD>Describes an entity with no lower body, but a full upper body, except they may still be missing a head or the like. Rarer than upper-torso, more common than full-body.</DD>
  51.     <DT>FRVP</DT><DD>Short for "free-repeating vaporous phantasm", a common result of depraved murder in the presence of PKE. Sometimes a grotesquely altered human form.</DD>
  52.     <DT>Ghost</DT><DD>An entity derived from the death of a living creature, the spirit or soul of the deceased. Most(but not all) entities are ghosts. Alternately, any entity.</DD>
  53.     <DT>Inhabitor</DT><DD>An entity who occupies and binds to an inanimate object, like a possessor, but one who acts out of pure instinct rather than higher reasoning.</DD>
  54.     <DT>Legendary</DT><DD>Describes an entity popularized by mythologies, folklore, and legends.</DD>
  55.     <DT>Limited-Roaming</DT><DD>Describes a ghost partially bound to a general location, or a ghost hedged out of a location. They're roaming, and can't be fought with crucible tactics, but they're not full-roaming, and can be fought via psychological attachment to their bound/forbidden location. Also called <B>limited-floating</B> for a limited-roaming floater, or <B>limited-repeating</B> for a limited-roaming repeater. Contrast with focused.</DD>
  56.     <DT>Phantasm</DT><DD>An entity shaped by psychic resonance for emotional impact. Notably doesn't include an entity who deliberately takes on an impactful shape.</DD>
  57.     <DT>Possessor</DT><DD>An entity capable of possessing objects or living creatures.</DD>
  58.     <DT>Reactive</DT><DD>Responding to stimuli. Doesn't require proper intelligence, for example an ant is reactive. Also called <B>responsive</B>.</DD>
  59.     <DT>Remnant</DT><DD>A ghost who remains in the mortal plane as a result of being unable to completely cross over. Contrast with revenant.</DD>
  60.     <DT>Repeater</DT><DD>Primarily a regenerating entity, generally backed by a larger PK force. Even when they can be captured or eliminated, some agency continues to produce successive hauntings. Such entities reappear periodically until the source can be disabled. Most summoning rituals work by generating a PK force, which in turn brings forth the entity, and thus can regenerate it. In addition, when a psychically-charged death occurs in an area with an ingrained psychic charge, the PKE tends to settle in the area, forming a force that can generate and <I>re</I>generate an entity or entities. However, the same term can also refer to a ghost with obsessive repetitious behavior patterns, like manifesting to hitchhike at the same spot every night. Both are also described as repeating.</DD>
  61.     <DT>Revenant</DT><DD>A ghost who departed the mortal plane upon death, and chose to return. Contrast with remnant.</DD>
  62.     <DT>Roaming</DT><DD>Describes an entity not bound to a specific locale, whether it's full-roaming or limited-roaming. Contrast with focused.</DD>
  63.     <DT>Secretion</DT><DD>Something sticky and oozy, similar to mucus or slime, generally composed of ectoplasm. Also called <B>seepage</B> or just <B>seep</B>, or a wide variety of more-colorful terms.</DD>
  64.     <DT>Swarmer</DT><DD>A type of entity that travels in packs and swarms around its prey.</DD>
  65.     <DT>Telekinetic</DT><DD>Describes a creature or spectral entity who can move things from a distance, without physical/ectoplasmic contact.</DD>
  66.     <DT>Upper-Torso</DT><DD>Describes an entity who manifests indistinctly below the chest. It may also be missing a head or the like. More common than full-torso or especially full-body.</DD>
  67.     <DT>Vapor</DT><DD>Any wispy entity. A common term, but imprecise; it may refer to a Class I or II entity, or any insubstantial haunting. Also called <B>mist</B>, and also described as <B>vaporous</B>.</DD>
  68. </DL>
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