Spirits
"Dying, coming back to life, and other ways to avoid defining a relationship."
Health
-1 to Mental Health
Shifts
Regardless of belief, realm, or race, a soul - like energy - must find somewhere to rest. While many find rest in one of the thousands of afterlives in the Hall of Doors in Nazri, there are still many who stay closer to the realms of the living. While some do so as the result of your typical unfinished business, others do so out of choice, or, in the case of many poltergeist by corrupting forces. As such, among the spirits, there exist those who seek a second chance at life - even if only a half one. Others seek freedom from the things - or beings - keeping them tied to moral realms.
Physical Characteristics
Skin Colours: Muted or pale tones of their living vestiges
Hair Colours: Similar to skin - muted or pale tones of their living colourings.
Eye Colours: grey, black or white.
Other Defining Features: Various levels of transparency and corporeal tangibility.
Cultural Characteristics
Religious: beholden to their beliefs in life, usually.
Political: a-political
Economic: nil
Familial: occasionally still beholden to their kin and loved ones from life.
Social: dependent on their afterlife and if they choose to manifest to others.
Moves

Unlawful Entry
Innate
The door is locked but that's not a problem for you. You can walk through walls. Just be careful there’s nothing more dangerous on the other side. Add your Fate to your next roll.
Unbelievable
Earned
No one ever wants to believe that they’ve seen a spirit. When you deal Mental damage, deal 1 extra.
Not Very Effective
Earned
You can’t poison a ghost. You are immune to status effects like burn, freeze, poison, and the like.
True Believers
Earned
Certain people are just predisposed to believing in your kind. When rolling Fawn to manipulate a human who believes in the paranormal, gain +1.
Whoosh
Earned
That bullet went right through, just like everything else. When taking physical damage, take 1 less.