Some useful things your character can do:<br/><br/>Dead-Eyes: You can see ghosts without a roll, even when you're in a body, even if it's not your body.  You can even see how much Vitality a ghost has, which is supposed to require a roll but I don't see any need for that.   If you want your character to know how much Vitality a ghost has, just ask me before you post and put in something about scrutinizing when you do post.<br/><br/>(Note that when I say ghosts, I also mean out of body projectors)<br/><br/>Detect Nature Group: By spending a point of Vitality, you can figure out the Nature Group, aka Shade of another ghost.  This won't tell you the exact Nature unless your Nature matches that of another ghost, in which case you know that it matches.  Here's a list of the Nature Groups:<br/><br/><ul class="bbc_list"><li>Banshee</li><li>Haunter</li><li>Poltergeist</li><li>Skinrider</li><li>Wisp</li><li>Mystery Group 1</li><li>Mystery Group 2</li><li>Mystery Group 3</li></ul><br/>Incorporeal and Invisible: By spending a point of Vitality, you can willingly pass through physical objects for the duration of a scene.  If you haven't done so during a scene and something passes through you, however (like someone walks through you on the street), you lose a point of Vitality for each turn where something like that happens.<br/><br/>It's worth explaining here that ghosts don't fly.  They still have to walk around like normal people unless they have special powers that let them move around otherwise.  However, gauze (ghost flesh) is lighter than water, and ghosts can effectively walk on water while not manifested.<br/><br/>Manifest: I believe I've explained this in detail.  Feel free to ask if you still don't know.<br/><br/>Misery Loves Company: By spending a point of Vitality, you can attune yourself with a ghost in the same Nature Group as yourself.  This takes an action but helps you deal with a particular ghost for a scene.  This gives you bonus dice for social rolls and also helps you break a static repeater (blip or drone) out of its routine so that you can talk to it and find out what's going on.<br/><br/>Sense Lifeline: By spending a point of Vitality, you can sense the tethers which bind a ghost and keep it from passing on.  This comes in the form of clairvoyant flashes.<br/><br/>Sever the Strand: Once you find out what a ghost's tethers are, and you've helped those things get done in order to help a ghost pass on, if you match the Nature Group of the other ghost, you can spend 10 Vitality in order to help the ghost realize that the problem has been resolved and break the tether.  Doing so raises the character's temporary Vitality rating to 10, even if they're a hue and therefore aren't supposed to be able to exceed their Vitality rating.<br/><br/>Sever the Strand is the only known way to lower a character's Spite rating.  The actual book rules, where various ghosts can lose temporary Spite from removing each tether, is different from the rules which I'm used to, where the character who helped the ghost pass on and matched the Nature Group gets to lose an entire rating of Spite.<br/><br/>Thievery: It's possible to steal Vitality from other ghosts with whom you share a Nature Group.  Make physical contact and roll Willpower, difficulty 6.  Each success by which you exceed the target's roll gives you a point of their Vitality.  However, doing so gets you Spite.