Ghost-cult—A group of people who, for a variety of reasons, share an unhealthy interest in the returning dead.
Ghost-fog—A thin, greenish-white mist, occasionally produced during a manifestation. Possibly formed of ectoplasm, it is cold and unpleasant, but not itself dangerous to the touch.
Ghost-jar—A silver-glass receptacle used to constrain an active Source.
Ghost-lamp—An electrically powered streetlight that sends out strong white beams to discourage ghosts. Most ghost-lamps have shutters fixed over their glass lenses; these snap on and off at intervals throughout the night.
Ghost-lock—A dangerous power displayed by Type Two ghosts, possibly an extension of malaise. Victims are sapped of their willpower, and overcome by a feeling of terrible despair. Their muscles seem as heavy as lead, and they can no longer think or move freely. In most cases, they end up transfixed, waiting helplessly as the hungry ghost glides closer and closer….
Ghost-mark—A cross painted on the door of a haunted building to keep passers-by away.
Ghost-touch—The effect of bodily contact with an apparition, and the most deadly power of an aggressive ghost. Beginning with a sensation of sharp, overwhelming cold, ghost-touch swiftly spreads an icy numbness through the body. One after another, vital organs fail; soon the body burns bluish and starts to swell. Without swift medical intervention, often in the form of adrenaline injections to stimulate the heart, ghost-touch is usually fatal.
Gibbering Mist*—A weak, insubstantial Type One, notable for its deranged and repetitive chuckling, which always sounds as if it’s coming from behind you.
Glimmer*—The faintest perceptible Type One ghost. Glimmers manifest only as flecks of other-light flitting through the air. They can be touched or walked through without harm.
Gray Haze*—An ineffectual, rather tedious ghost, a common Type One variety. Gray Hazes seem to lack the power to form coherent apparations and manifest as shapeless patches of faintly glinting mist. Probably because their ectoplasm is so diffuse, Gray Hazes do not cause ghost-touch, even if a person walks through them. Their main effects are to spread chill, miasma, and unease.
Greek Fire—Another name for magnesium flares. Early weapons of this kind were apparently used against ghosts during the days of the Byzantine (or Greek) Empire, a thousand years ago.
Haunting—See Manifestation
Iron—An ancient and important protection against ghosts of all kinds. Ordinary people fortify their homes with iron decorations, and carry it on their persons in the form of wards. Agents carry iron rapiers and chains, and so rely on it for both attack and defense.
Lavender—The strong sweet smell of this plant is thought to discourage evil spirits. As a result, many people wear dried sprigs of lavender, or burn it to release the pungent smoke. Agents sometimes carry vials of lavender water to use against weak Type Ones.
Limbless**—A swollen, misshapen variety of Type Two ghost, with a generally human head and torso, but lacking recognizable arms and legs. With Wraiths and Raw-bones, one of the least pleasing apparitions. Often accompanied by strong sensations of miasma and creeping fear.
Listening—One of the three main categories of psychic Talent. Sensitives with this ability are able to hear the voices of the dead, echoes of past events, and other unnatural sounds associated with manifestations.
Lurker*—A variety of Type One ghost that hangs back in the shadows, rarely moving, never approaching the living, but spreading strong feelings of anxiety and creeping fear.
Magnesium flare—A metal canister with a breakable glass seal, containing magnesium, iron, salt, gunpowder, and an igniting device. An important agency weapon against aggressive ghosts.
Malaise—A feeling of despondent lethargy often experienced when a ghost is approaching. In extreme cases this can deepen into dangerous ghost-lock.
Manifestation—A ghostly occurrence. May involve all kinds of supernatural phenomena, including sounds, smells, odd sensations, moving objects, drops in temperature, and the glimpse of apparitions.
Miasma—An unpleasant atmosphere, often including disagreeable tastes and smells, experienced in the run-up to a manifestation. Regularly accompanied by creeping fear, malaise, and chill.
Night watch—Groups of children, usually working for large companies and local government councils, who guard factories, offices, and public areas after dark. Though not allowed to use rapiers, night-watch children have long iron-tipped spears to keep apparitions at bay.
Operative—Another name for a psychic investigation agent.
Other-light—An eerie, unnatural light radiating from some apparitions.
Phantasm**—Any Type Two ghost that maintains an airy, delicate, and see-through form. A Phantasm may be almost invisible, aside from its faint outline and a few wispy details of its face and features. Despite its insubstantial appearance, it is no less aggressive than the more solid-seeming Specter, and all the more dangerous for being harder to see.
Phantom—Another general name for a ghost.
Plasm—See Ectoplasm
Poltergeist**—A powerful and destructive class of Type Two ghost. Poltergeists release strong bursts of supernatural energy that can lift even heavy objects into the air. They do not form apparitions.
Problem, the—The epidemic of hauntings currently affecting Britain.
Rapier—The official weapon of all psychic investigation agents. The tips of the iron blades are sometimes coated with silver.
Raw-bones**—A rare and unpleasant kind of ghost, which manifests as a bloody, skinless corpse with goggling eyes and grinning teeth. Not popular with agents. Many authorities regard it as a variety of Wraith.
Relic-man/relic-woman—Someone who locates Sources and other psychic artifacts and sells them on the black market.
Salt—A commonly used defense against Type One ghosts. Less effective than iron and silver, salt is cheaper than both, and used in many household deterrents.
Salt-bomb—A small plastic throwing-globe filled with salt. Shatters on impact, spreading salt in all directions. Used by agents to drive back weaker ghosts. Less effective against stronger entities.