Yep, the argument is pretty amusing.  Don't read too much into the Abbey calling what you're hunting a "ghost" though.  That's just the generic name they use for anything they can't easily classify.  It has little to do with the category of ghosts as described  in the World of Darkness rulebooks, and much more to do with the fact that many of the original founders of the Abbey believed the weird things they were fighting to be angry spirits of the departed.  The tradition has been kept up due to the lack of evidence to the contrary.<br/><br/>The main point is, you guys are a new hunter cell, and you're about to have your first contact with the supernatural.  You don't know what you're fighting, you don't know what works, but you're going to do your best to try and survive, and maybe understand what you're dealing with while you have fun with it.  (of course, werewolves and vampires aren't quite as predictable as they might seem either.)  Don't expect to be able to know the "right" course of action to defeat every monster you face as quickly and easily as possible.   :)<br/><br/><br/><br/><br/><br/>Also, a quick call on Inkidu's character:<br/><br/>Could you please redesign your character so that you have some ranks in occult?   (I reccomend removing a dot in politics and a dot in crafts to add to occult)<br/><br/>Your character is demonstrating a much higher level of knowledge about the supernatural than he could possibly have with no ranks in occult.  (The Abbey does have extensive libraries on the various types of supernaturals, but without spending many many hours researching, you're not likely to have figured out the common links between the types.)