The Numbers Ghosts
Operators, Shadow Men, bladed shadows
Type: Unknown
Background: It’s long been assumed that numbers stations are coded communications provided for spies. Some believe that they’re used by criminal organizations, be they drug runners or masters of slave markets. Certainly, numbers stations are trying to communicate something. These radio frequencies, found on shortwave and around since World War I, transmit a series of numbers or codes as read by what sounds to be a synthesized human voice. The transmissions often have simple, tonal music in the background (anything from “Hot Cross Buns” to the “Lincolnshire Poacher”). Sometimes, a series of letters is read first, read in the military style (“Charlie Oscar Tango”) then followed by numbers of a single language (which may be foreign — “zwei eins neun sechs”). A few eschew spoken codes and go for codes based on sound (such as Morse code). Whatever the recording, it’s played over and over again, obviously trying to communicate some kind of message.
These messages are transmitted over a high-frequency signal given low power, receivable only by a properly-tuned large antenna and receiver. The low power makes them difficult — impossible, in this case — to triangulate.
So, what are they? Nobody knows, or if they do, they don’t seem willing to share. No government will admit to using them, even though the United States government persecuted a group of supposed Cuban nationals (the “Cuban Five”) using a numbers station as evidence in the trial (the so-called “Wasp Network”).
Attempts to jam the stations have met with futility. Either the numbers station itself moves frequencies or, as is normally the case, the jamming attempt fails for some reason (equipment breaks down, jammer personnel go missing).
The truth is that Numbers stations are not spy tools. They are not the clandestine communiqués between drug- or slave-runners. No, these frequencies are a type of summoning, and can in fact themselves be summoned into this world. The Numbers stations are operated by the dead.
The cosmology is not precise, but it seems that some ghosts do not go to their just reward (be it Heaven or Hell), nor do they linger longer on this mortal coil, not even in a state of Twilight. No, some ghosts go to a very specific Underworld, a realm that exists beneath all else, a bleak and blasted land whose topography is bored through with bottomless holes and endless tunnels. It is here that these specters learn to serve
something, some manner of utterly vast being that certain occultists identify with Typhon or Nidhogg, a titanic, serpentine horror of unimaginable potency. And it wants
out, out of its grey hell and into the mortal world.
To that end, the ghosts crawl through the cracks between worlds, cracks far too small for their worm-like master, or else they’re summoned by sorcerers with more power than wisdom. This, then, is the ultimate goal of all the numbers ghosts. To create a rift between the two worlds, large enough for their master to come through.
Most do this by broadcasting their numbers, and if you can decipher them (they’re encoded, a one-time pad), then they can offer power, sorcerous control over the dead and dying. Others take a more direct approach, possessing mortals, or mages, or vampires, and trying to open a gate themselves, first to bring over more of their kind, and eventually, their master.
Physically, Operators (as these specters are called by learned occultists) or Shadow Men (as they are known in popular lore), resemble 2-dimensional human shadows. Each one has spurs or jagged blades of shadow emerging from their joints, and each seems to have a bulky, old-fashioned radio headset over their heads. They communicate only by means of their numerical code, but even if one breaks through with either magic or the Dragon’s Tongue, they are very, very mad.
Lesser Numbers Ghosts
Attributes: Power 4, Finesse 4, Resistance 4
Willpower: 8
Morality: 2
Initiative: 8
Defense: 0
Armor: 4
Speed: 0 (Operators cannot move from where they are summoned, unless they are possessing a mortal or are fettered to an object that is then moved).
Size: 5
Corpus 9
Essence: 10/10
Numina: The ghost can manipulate physical objects as though it had a pair of physical hands. It can pick up objects, throw them, open and close doors and windows, write messages -- basically anything a mortal can do with his hands. Spend one Essence point and roll Power + Finesse. The number of successes rolled determines the ghost’s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the ghost can move it up to one yard. Each extra success allows the ghost to move the object an additional yard. If the ghost wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis successes is rolled as a dice pool in an attack against the target. Alternately, the ghost can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim's body. Treat this as a normal attack with a -3 modifier. The attack ignores the target's Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature).
The ghost may also telekinetically wield weaponry, in which case its attack pool is Power+Finesse+(Weapon Damage) |
Telekinesis, | The ghost's manifestation causes electronic equipment to malfunction due to an intense magnetic distortion. No roll is required. If the ghost manifests successfully it disrupts electronics within a number of yards equal to its Power trait. Radios, TVs and telephones emit static. Appliances stop working. Lights go out. Videotapes and camera film is erased/exposed, ruining any captured images. |
Magnetic Disruption, | The ghost can broadcast its voice over a radio or television band. Spend one Essence and roll Power + Finesse. If the roll fails, nothing happens. If the roll succeeds, the ghost can repeat a message (no longer than five minutes in length) over that frequency for up to a single day (24 hours). The message is never perfect, and is usually hampered by bouts of static and other radio interruptions. |
Frequency, and either | The ghost may attempt to possess a living human being and control his or her body for a short time. Spend one Essence point and roll Power + Finesse in a contested roll versus the victim's Resolve + Composure. If the ghost wins, it gains control of the victim's body for the duration of a single scene. Use the victim's available traits (except Willpower points, which are equal to the ghost's current Willpower points) and dice pools for any action the ghost wishes to take. If the mortal wins or ties the roll, the spirit fails its possession attempt. As long as the ghost has Essence points remaining it can continue to make possession attempts against a target. If a possessed body is killed or knocked unconscious, the ghost is forced out and must possess another victim if it still wishes to act. Attacks using a blessed object against a ghost in possession of a living body damage the ghost's Corpus instead of its physical host. |
Possession or | Bind self to an object indefinitely |
Fetter
Ban: The Operators may communicate only in codes or numbers
Greater Numbers Ghosts
Attributes: Power 8, Finesse 8, Resistance 8
Willpower: 16
Morality: 0
Initiative: 16
Defense: 0
Armor: 8
Speed: 0 (Operators cannot move from where they are summoned, unless they are possessing a mortal or are fettered to an object that is then moved).
Size: 6
Corpus 14
Essence: 20/20
Numina: | The Operator forces numbers and codes into the targets mind, confusing and overwhelming their minds. Spend one point of Essence and roll Power + Finesse. Anyone within 20 yards of the ghost must succeed on a Resolve + Stamina roll – the number of successes gained or be stunned for one turn (see the World of Darkness Rulebook, p. 167). Characters that are stunned suffer a –3 penalty to any Intelligence checks for the remainder of the scene. |
Numbers, The ghost can manipulate physical objects as though it had a pair of physical hands. It can pick up objects, throw them, open and close doors and windows, write messages -- basically anything a mortal can do with his hands. Spend one Essence point and roll Power + Finesse. The number of successes rolled determines the ghost;s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the ghost can move it up to one yard. Each extra success allows the ghost to move the object an additional yard. If the ghost wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis successes is rolled as a dice pool in an attack against the target. Alternately, the ghost can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim's body. Treat this as a normal attack with a -3 modifier. The attack ignores the target's Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature).
The ghost may also telekinetically wield weaponry, in which case its attack pool is Power+Finesse+(Weapon Damage) |
Telekinesis, | The ghost's manifestation causes electronic equipment to malfunction due to an intense magnetic distortion. No roll is required. If the ghost manifests successfully it disrupts electronics within a number of yards equal to its Power trait. Radios, TVs and telephones emit static. Appliances stop working. Lights go out. Videotapes and camera film is erased/exposed, ruining any captured images. |
Magnetic Disruption, | The ghost can broadcast its voice over a radio or television band. Spend one Essence and roll Power + Finesse. If the roll fails, nothing happens. If the roll succeeds, the ghost can repeat a message (no longer than five minutes in length) over that frequency for up to a single day (24 hours). The message is never perfect, and is usually hampered by bouts of static and other radio interruptions. |
Frequency, | The ghost may attempt to possess a living human being and control his or her body for a short time. Spend one Essence point and roll Power + Finesse in a contested roll versus the victim's Resolve + Composure. If the ghost wins, it gains control of the victim's body for the duration of a single scene. Use the victim's available traits (except Willpower points, which are equal to the ghost's current Willpower points) and dice pools for any action the ghost wishes to take. If the mortal wins or ties the roll, the spirit fails its possession attempt. As long as the ghost has Essence points remaining it can continue to make possession attempts against a target. If a possessed body is killed or knocked unconscious, the ghost is forced out and must possess another victim if it still wishes to act. Attacks using a blessed object against a ghost in possession of a living body damage the ghost's Corpus instead of its physical host. |
Possession, | Bind self to an object indefinitely |
Fetter, | This Numen allows the Manifested spirit to take control of a machine or vehicle that it has made into a fetter. By spending one Essence point, the spirit may operate the machine for the duration of a scene — the spirit can turn the machine off or on and control any moving parts, though the spirit cannot alter electrical flow. A spirit using this Numen to operate a car, for instance, would have to physically manipulate the radio knob to switch stations or turn the ignition switch to start the car. The spirit may make Finesse rolls in lieu of Drive in order to operate a moving vehicle, including all driving, control and crash rolls. |
Mechanical Possession, Savant (Telekinesis)
Ban: The Operators may communicate only in codes or numbers