
  
Here modified rules and expanded Nuimina for use with PC Ghosts in the New World of Darkness. ALOT of it is based on Wraith, obviously. I'd be interested in any input you might have.
NWoD Ghost Traits
      Pathos
          Pathos represents the anger,  frustration or deep emotion that keeps the Ghost tied to this world. This is  both the emotional energy of the deceased and the collective emotions of those  that remember and mourn the spirit. Pathos determines a Ghosts maximum Essence  trait and how much Essence it can spend in a single turn. Truly powerful Ghosts  may possess much more Power, Finesse & Resistance, based on the power of  the Ghost’s Pathos.
  Effects of  Pathos
                               Attribute/Skill/                     Max Essence/Max
  Pathos                      Numina Maximum                    Essence per Turn
1                                   5                                  10/1    
      2                                   5                                  11/2
      3                                   5                                  12/3    
      4                                   5                                  13/4
      5                                   5                                  14/5    
      6                                   6                                  15/6    
      7                                   7                                  20/7   
      8                                   8                                  30/8   
      9                                   9                                  50/10  
      10                                  10                                 100/15
NWoD Ghost  Merits  
      Memoriam
            Memoriam represents the number of  mortals that still remember and perhaps mourn the Ghost. It could be memorials,  tombstones, celebrations of the departed, anything that evokes the memory, and  the emotions tied to that memory, of the departed. While these remembrances  seem primarily for the living that the Ghost left behind, the spirit benefits  from them as well. This outpouring of emotional energy replenishes the Ghost’s  essence to a much greater degree than simply being in the presence of its  Anchors.
            When the Ghost is low on essence, the  player may roll a number of dice equal to this merit. Each success adds one to  the Ghost’s essence, as a family member thinks of, mourns or otherwise  remembers the Ghost. If the die pool is rolled while the Ghost is within reach  of one of its Anchors, the Ghost can add a number of dice equal to the Anchors  rating, to the die pool. 
  Suggested Modifiers
  Modifiers      Situation
  -2             One of the people that remembered the Ghost has  died in the last month.
  -1               The  Ghost is more than (Power x 10) yards from it’s nearest Anchor.
  +1              The  Ghost is in the graveyard where it’s body is buried or where there is a burial  plot and headstone for the spirit..
  +2              The Ghost has been recognized  by someone it knew it in the current scene.
  Anchor
            Anchors are objects or places that tie  a Ghost to the physical world and prevent it from moving on to the Spirit  realm. Every Ghost has at least one Anchor but more powerful spirits may have  more. The number and nature of these Anchors depends on the individual and the  circumstances surrounding his death. In most cases, the Anchor is a physical  place or object that held great emotional significance to the Ghost during its  mortal existence. An elderly woman who spent her last years confined to a bed  might become anchored to the bed or bedroom.   A man who carried a valuable pocket watch wherever he went might become  a Ghost anchored to that watch, haunting those who come to possess it.  Occasionally, Ghosts can become anchored to people rather than objects. A  father whose last thoughts were for the welfare of his children may be anchored  tothem, watching over them in death as he did in life. A woman murdered by a  jilted lover may find her ghost anchored to him, sustained by a bitter desire  for revenge.
            Ghosts must usually remain close to  their anchors at all times. A ghost may travel up to 10 yards from its anchors  per dot of Base Power that it possesses. Ghosts tied to a physical location  measure this distance from the boundaries of this location.
            Anchors make it easier for a Ghost to  use many of its Numina, adding the Anchor’s rating to die pools for that power  (see the individual listings).
            If a Ghost has multiple Anchors, the  Ghost may spend a Willpower point and jump from one to another, regardless of  distance, allowing the Ghost to safeguard its Anchors.
            Should a Ghosts Anchor(s) be alters  through sanctification, exorcism or destruction, The Ghost can no longer remain  in the physical world & passes on to the Spirit World. If the Ghost  possesses multiple Anchors, it may make a Pathos roll to avoid this fate, as  long as at least one other Anchor still exists. If the roll is successful, the  Ghost does not pass on, though its Morality is reduced by the rating of this  Anchor – 1.
            A Ghost cannot begin with more total  dots in Anchor merits than it has in Mortality
NWoD Ghost Numina 
     Ghost-Walking  (flight) 
   *              Locate 
                    By  concentrating on the emotional ties that exist between a Ghost and his Anchors,  the Ghost may sense the direction and distance to an Anchor, as well as it’s  general well being.
            Cost: 1 Essence
            Dice Pool: Composure + Pathos + Anchor Rating
            Action: Instant
    Roll Results 
    Dramatic Failure: The Ghost is briefly separated from his  Anchors and is confused, due to the sudden separation. The Ghost is unable to  take any actions for one full turn.
    Failure: The Ghost is unable to “feel” the Anchor.
    Success: The ghost can unerringly sense the direction and distance of  any one of his Anchors. He may also determine the general “well being” of his  Anchor (is it damaged, being stolen, etc.). He cannot determine the source of  any harm that might be occurring to the Anchor, only that it is “suffering”  that harm.
    Exceptional Success: The ghost gains a vague awareness of the  number of beings within 10 feet of his Anchor. If the Ghost is on familiar  terms with any of those beings, the Ghost will know who they are.
**               Free Roam 
                   Normally,  a Ghost may only travel 10 yards per dot of their Base Power Attribute, away  from their Anchors. With this power, a Ghost may travel a much greater distance  away. Stories of Ghosts traveling miles, from their place of death, may be a  result of this power. 
            Cost: 1 Essence
            Dice Pool: Strength + Pathos
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost is unable to leave from where  she is for one full turn.
  Failure: The Ghost is unable to travel farther than she is normally  able to.
  Success: The ghost can double the distance that she is able to travel  away from her Anchors per success scored.
  Exceptional Success: The ghost may travel any distance that she  desires, no matter how far it takes her from her Anchors.
***             Levitate 
                   The  Ghost may float in any direction, including up or down. 
  Cost: 1 Essence
            Dice Pool: Dexterity + Pathos
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost suffers -1 Speed for one full  turn.
  Failure: The ghost fails to activate this Numin
  Success: The Ghost may move at a Speed equal to the number of  successes scored.
  Exceptional Success: Extra successes are their own reward.
****           Ghost-Walk 
    The Ghost may truly soar in any  direction, without restriction. Some Ghosts have been known to achieve  significant speed with this Numin, chasing down even victims that attempt to  flee in vehicles.
  Cost: 2 Essence
            Dice Pool: Dexterity + Pathos
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost suffers -1 Speed for the Scene.
  Failure: The Ghost fails to activate the Numin.
  Success: The Ghost may move at a Speed equal to the number of  successes scored.
  Exceptional Success: Extra successes are their own reward.
*****         Rematerialize 
                     By focusing on his emotional connection to his Anchors, the Ghost may “ride”  that wave of emotional energy, directly to one of his Anchors, without the  normal exertion of its will. The Ghost will instantly appear within (Base Power  x 10) yards of the Anchor. The greater the Ghosts attachment to the Anchor, the  easier it is for him to “jump” to it. It is said that travel in this manner is  not without risk, however. Stories persist of Ghosts that cast themselves into  oblivion by invoking this Numin too frequently...
  Cost: 2 Essence 
            Dice Pool: Resolve + Pathos + Anchor rating
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost’s Corpus pulled between all of  his Anchors at once, causing 1 Lethal Damage and “stunning” him for the scene
  Failure: The Ghost fails to appear at his Anchor.
  Success: The Ghost instantly appears within reach of his Anchor. Additionally,  the Ghost is not required to spend Willpower to jump to it’s anchor, when this  power is successfully used.
  Exceptional Success: As above plus, the Ghost recovers one  Essence, due to the synergy created between the Ghost and his Anchor.
Manifestation 
   
*                 Haze 
    The Ghost may manifest a hazy, indistinct image in physical world.  This image has few features, only a vaguely humanoid shape. The ectoplasm is  barely enough to be seen by most people.
    Cost: 1 Essence
          Dice Pool: Dexterity + Pathos
          Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost fails to manifest and my not  attempt to do so again for one turn.
  Failure: The Ghost fails to manifest.
  Success: The Ghost manifests a hazy, Shade-like image. The image is  easily overlooked by mortals (-2 to Perception pools to notice the  Manifestation).
  Exceptional Success: The manifestation has a face that is  recognizable as the character.
**               Unveiled 
                     The Ghost may create enough ectoplasm to form a full image in the physical  world. This image is slightly translucent but may be mistaken for another mortal. 
  Cost: 1 Essence
            Dice Pool: Resolve + Pathos
            Action: Instant & Contested
  Roll Results 
  Dramatic Failure: The Ghost fails to manifest and my not  attempt to do so again for one turn.
Failure: The Ghost fails to manifest
      Success: The Ghost manifests a full image in the physical world. This  image is faintly translucent. Viewers may mistake it for another mortal is they  fail to score a number of successes equal to those scored to activate this  power.
      Exceptional Success: The image appears to be a normal person.  Only those with some form of supernatural perceptions have a chance to  determine that the character is not real.
***             Phantom Touch 
    The Ghost may create enough ectoplasm to perform one instant,  physical action in the physical world. This action can be writing a short note  (with a handy writing utensil that may be lying about), making physical contact  with a loved one or even striking a target.
  Cost: 1 Essence
            Dice Pool: Strength + Pathos
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost fails to manifest the correct  amount of Ectoplasm and suffers one Corpus in Lethal damage
  Failure: The Ghost fails to generate the proper Ectoplasm
  Success: The Ghost generates enough Ectoplasm to cause a limb to  manifest in the physical world. The limb has physical stats equal to the  Ghost’s normal stats and exists long enough to perform one instant action  before the Ectoplasm dissipates.
  Exceptional Success: The Ghost receives +1 to any die pools  used for the instant action.
****           Revelation 
    The Ghost may generate enough Ectoplasm to cause another object in  Twilight to be revealed. Stories are also told of Ghosts that caused creatures  that had become invisible to be revealed.
  Cost: 2 Essence
            Dice Pool: Presence + Pathos
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost fails to cause the object to be  revealed and the target becomes “immune” to this power for the rest of the  scene.
  Failure: The Ghost fails to generate enough Ectoplasm to cause the  object to appear.
  Success: The Ghost causes the object to become visible in the Physical  world for a number of turns equal to the successes scored.
  Exceptional Success: The ghost may cause the object to be come  visible for the scene.
*****         Manifest 
                     The Ghost may generate enough Ectoplasm to create a complete physical body. The  body is real, for most purposes, though a check of the vitals will reveal the  body to seemingly be a corpse. The body usually looks as the character did in life;  however, some Ghosts seem to appear as they did in death. If the character’s  body was destroyed at the time of death, the body appears horribly disfigured  or even as if the damage is occurring to the body at that time. 
  Cost: 1 Essence +1 Willpower
            Dice Pool: Composure + Pathos
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost fails to generate enough  Ectoplasm to manifest its body and it cannot attempt to do so again for the  Scene.
  Failure: The Ghost fails to manifest enough Ectoplasm to create its  body.
  Success: The Ghost manifests a full body in the physical world. The  body looks and feels real but, to any who touch it, the body feels cold and  dead. If the Ghost has suffered significant damage before activating this  power, the Ghost’s body will appear as though it did in death. The more Corpus  levels that the Ghost has lost; the more the Ghost appears as though it did in  death.
  Exceptional Success: The Ghosts body is indistinguishable from  a living person. It appears as it did in it healthiest, just before death.  Often the body appears as an idealized form from the collective memories of the  Ghost and those that remember him.
Possession
*                 Jitters 
    By taking fleeting control of a victims body, the Ghost may cause  their muscles to contract or their body to shake, making difficult to perform  many actions. 
  Cost: 1 Essence
            Dice Pool: Strength + Pathos – victims Resolve
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost fails to affect the victim and  suffers -1 die to attempts to do so again for the remainder of the scene.
  Failure: The Ghost fails to affect the victim’s body.
  Success: The Ghost takes fleeting control of the victim’s muscles,  causing uncontrolled shakes and spasms for a brief moment. Successes  accumulated are subtracted from any die pools used by the target for one  action, chosen by the Ghost. The modifier cannot be applied to a Reflexive  action.
  Exceptional Success: The modifiers are applied to all actions  (except Reflexive actions) for a full turn.
**               Impulse 
    The Ghost may exert greater control over its victim’s body,  causing him to perform one action of the Ghost’s choosing. The victim can be  caused to do most anything that can be performed in one moment.
  Cost: 1 Essence
            Dice Pool: Strength + Pathos – victim’s Resolve
            Action: Instant
  Roll Results 
  Dramatic Failure: The Ghost fails to affect the victim and  suffers -1 die to attempts to do so again for the remainder of the scene.
  Failure: The Ghost fails to affect the victim.
  Success: The Ghost may cause the victim to perform one instant action.  Die pools for the action will use the victim’s physical traits but the Ghosts  Mental or Social traits.
  Exceptional Success: The Ghost gains +1 die on future attempts  to use this power on the victim, for the remainder of the story.
                    
      ***             Domination 
                     The Ghost may now fully possess a victim. With sufficient effort, the Ghost may  force the victim to perform most any action he chooses, though it is more  difficult to force them to perform actions that would cause them harm.
  Cost: 1 Essence
            Dice Pool: Resolve + Pathos vs victim’s Resolve + Composure +  Supernatural Advantage
            Action: Resisted
  Roll Results 
  Dramatic Failure: The Ghost fails to affect the victim and  cannot attempt to do so again for the remainder of the scene.
  Failure: The Ghost fails to possess the victim.
  Success: The Ghost may control the victim for a number of turns equal  to his Wits + Manipulation. Actions that are obviously harmful to the victim,  suffer a negative modifier equal to the victims Resolve.
  Exceptional Success: The Ghost may possess the victim for the  rest of the scene and may cause the victim to perform any action, including  those that would cause the victim harm, without penalty.
                    
  ****           Exorcism 
                     The Ghost may use its own power to force a possessing spirit out of another  being or object. This power is primarily used by a Ghost to “evict” another  from a mortal that it watches over but can be used on other types of spirits as  well, though it is more difficult.
  Cost: 1 Essence +1 Will
            Dice Pool: Manipulation + Pathos vs Spirit’s Resolve + Composure (or  Resistance).
            Action: Resisted
  Roll Results 
  Dramatic Failure: The Ghost fails to exorcise the invading  spirit and cannot be used on that target again for the remainder of the scene.
  Failure: The Ghost fails to exorcise the invading spirit.
  Success: The Ghost forces the spirit to leave the possessed object or  victim.
  Exceptional Success: The Ghost forces the spirit to leave the  possessed object or victim and the spirit cannot attempt to possess the target  again for one full day. Additionally, any attempts by other spirits to possess  the target will incur a -1 modifier.
*****         Skin-Riding 
                     With the ultimate expression of this power, a Ghost may possess a victim for  quite some time. Some Ghosts possess victims to experience their old lives or  even any life, in order to remember what the left behind.
  Cost: 2 Essence +1 each day that the possession continues
            Dice Pool: Resolve + Pathos vs victim’s Willpower
            Action: Resisted
  Roll Results 
  Dramatic Failure: The Ghost fails to affect the victim and  cannot attempt to do so again for one full day.
  Failure: The Ghost fails to affect the victim.
  Success: The Ghost possesses the victim and retains complete control  over the subject’s actions. Depending on the subjects Willpower, they may not  be fully aware of what occurs while they are possessed.
  Exceptional Success: The Ghost may remain within the victim  with no additional cost in Essence.
    
  
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