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" . . . To Have An Invisible Monster"


Poltergeists for Call of Cthulhu
by J. Edward Tremlett

Mysterious and frightening, even in this age, the unquiet spirits known as poltergeists have left a wide
range of fact, myth, rumor and scientific controversy in their wake. A determined group of Call of
Cthulhu investigators in search of unknown mysteries to solve could spend lifetimes trying to unravel
the nature of poltergeists. And, given the scary turns some cases can take, those lifetimes may be short
ones, indeed . . .

With that in mind, this article aims to present poltergeists for use in Call of Cthulhu in keeping with
actual literature on the subject. It gives a general overview of what little we know of them, what they
could be, and what they might do. There are also tips for running a scenario, and four different types of
poltergeists for Keepers to use.

Poltergeists in General
Poltergeists (German: "Poltern" -- "to knock", and "Geist" -- "spirit") are considered to be something
entirely different than "ghosts" or other apparitions; the activity of a poltergeist doesn't tend to come
from a known event or person. While most apparitions are the spirits of the dead or living which
appear to the living, poltergeists are unknown, usually invisible entities which specialize in violent,
destructive acts. There have been a few poltergeist cases where a known quantity was at work, though.

Most poltergeist cases center around an individual person, referred to as the "agent." Agents tend to be
children or teenagers, often on the cusp of puberty, who are experiencing a great deal of anger and
turmoil. This mental state is often caused by poor physical and/or mental health, and/or a stressful
household situation.

There is a common belief among modern researchers of the paranormal that poltergeist activity could
be caused by the agents themselves, via subconscious telekinesis. However, notions of an otherworldly
entity being responsible still circulate among parapsychologists.

Activities
Most of the outlandish occurrences popular fiction assigns to "ghosts" could actually be the work of
poltergeists. They're best known for three things in particular: moving objects, making a lot of loud
noises, and making stones fall from out of nowhere. They've also been known to start fires, produce
sweet or disgusting smells, tamper with electrical equipment, and scratch and bite their victims. They
can manifest in a visible form, too, but this is very rare.

A poltergeist's ability to move objects is phenomenal. They can knock things off their perches, nudge
them across surfaces, or slowly levitate them. They can also fling objects right through the air, one at a
time or in a great swarm. The flight path these objects take can be both straight and curved, as though
the poltergeist was exerting more control over the objects than just flinging them around. Sometimes,

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the objects a poltergeist moves are strangely warm.

Some objects affected by poltergeists seem to have been teleported, rather than merely moved. They've
been able to move things from one room to another, right through doors and walls. Ghost hunter Harry
Price, who investigated the Borley Rectory, had a case where a man troubled by a poltergeist reported
having things appear: a coffee urn once appeared in his arms while on the bus, and, another time, a
hat-box -- complete with Parisian hat inside -- appeared in his lap.

The noise, from which poltergeists get their name, is often rapping or knocking, along with footsteps,
bumps, and crashes. The poltergeist might also produce any other kind of frightening noise -- cries,
whispers, moans, and violent shrieks -- or even understandable, human speech. The noise level can be
anywhere from very soft to extremely loud. Sometimes the noise shakes the entire house, and can be
heard for miles.

Finally, there are the stones. A hallmark of poltergeist cases is the sudden appearance of stones, which
come out of seemingly nowhere and either fall, or fly, through the air. These "stonefalls" have even
been known to come down indoors; stones drop from the ceiling and land on the floor, leaving no
holes in the ceiling at all. Stonefalls tend to stop as abruptly as they begin.

Besides their extraordinary nature, such storms of falling stones are noteworthy for how oddly the
stones behave. The stones are sometimes seen to float in the air, or else drop slowly to the ground. In
one case, a man who awoke in the center of a stonefall caught one of the rocks, only to have it rise out
of his hand and float away. People are rarely harmed by stonefalls, as they tend to fall around them
rather than on them. However, there have been cases where stones have been thrown at people and
done damage.

The "haunting" of a poltergeist can last anywhere from a few years to a few hours, though a case rarely
tends to last longer than a few months. The poltergeist's activity rarely occurs without someone in the
house, and almost always occurs in the presence of the agent. The hauntings usually stop as suddenly
as they start, sometimes ending when the agent leaves the house for good, and sometimes following
the agent around. In most cases of the latter, the agent eventually "loses" the poltergeist, and goes on to
lead a normal life.

Main Theories
Poltergeists, like apparitions in general, were often decried as the work of Satan until the latter half of
the 19th century. Demons and witches were suspected as the culprits, along with the obvious choice of
ghosts. Exorcisms were performed to try and drive "Satan" out of those afflicted by poltergeist
activity.

By the mid-century, however, Spiritualists claimed that poltergeists were, indeed, the spirits of the
departed. Seances and other investigations tried to communicate with these entities, and see what they
wanted.

One of the most widespread modern theories is that poltergeists are neither ghosts nor spiritual entities,
but are instead caused by the agents. It has been theorized that people undergoing extreme stress can
manifest what is called repressed psychokinetic energy (RPE). Under certain conditions, this energy
could be released, and the activity normally associated with poltergeists could be the result. This
theory is not a universal explanation, however; not all cases of poltergeist activity have an agent, much
less one showing symptoms traditionally associated with agents.

The notion that the agents were the source of the poltergeists was first widely put forward by
researcher Nandor Fodor in the 1930s. It was widely decried by those who refused to believe
poltergeists could have a scientific, non-otherworldly explanation. Since then, the theory's gained

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much more acceptance, and seems to have been borne out by researches in the 60s conducted by
William G. Roll -- project director of the Psychical Research Foundation.

The nature of the agents' stresses have changed over time. In the 1920s and 30s, sexual conflict was
often blamed for the activity. Since the 40s, however, researchers have looked towards other repressed
emotions -- such as anger and hostility -- instead of only sex.

There are other theories concerning poltergeists besides Fodor's, of course. Psychiatrist and
parapsychologist Ian Stevenson has put forward the theory that rather than all poltergeists being the
result of agents with RPE, some poltergeists really are ghosts.

According to Stevenson's researches, there seemed to be two degrees of poltergeist activity. In most
cases where RPE could be evident, the noises the poltergeist produced seemed meaningless, and could
not be used to answer questions. Light objects were tossed about in short, uncomplicated paths, and
there was much breakage of objects. The activity happened fairly close to the agent, and the
"haunting" tended to stop when the agent underwent successful psychotherapy.

On the other hand, in cases where there was no agent, or the agent didn't fit the common symptoms for
someone with RPE, the noises did seem to have meaning, and could be used to answer questions.
Heavier objects were moved in long, complicated trajectories, but there was little breakage of objects.
When there was an agent, the activity occurred further away from the agent than in cases where RPE
might be evident. And in these cases, the "haunting" stopped after exorcism, or other forms of
intercession, were performed.

So, in the first degree, the factors could be indicative of the unfocused, subconscious lashing out of
someone angry at the world around him: a stereotypical description of an agent with RPE. In the
second degree, however, there are the hallmarks of a more traditional haunting, only with more
violent, destructive activity. According to Stevenson's theory, these would be the ones where a real
ghost is at work.

Yet another theory, given by the late parapsychologist D. Scott Rogo, suggests that the poltergeist
might be an apparition which is granted some measure of personality by the agent, and then acts on his
"behalf." In other words, the agent has no conscious or unconscious power to move things on his own,
but the apparition does. Once this apparition receives some of the agent's personality, the poltergeist's
"haunting" begins. The apparition creates a disturbance to reflect the inner turmoil of the agent, and
might even attack the agent in an act of "self-hate."

Presenting Poltergeist Scenarios


Setting Up

First of all, the scenario's parameters need to be set. What sort of poltergeist is this, and what brought it
about? What can it do, and what will it do? How long will it be staying? What sort of end to the
scenario does the Keeper envision, or does he want to leave it open-ended?

Establishing a paper trail is a must for this sort of investigation. When did this first start happening?
Who saw it happen? What was done? When did the press get wind of it, and how? It might also be a
lot of fun to have an NPC reporter chronicle the investigation; the investigators can see their Credit
Ratings soar and plummet as the local paper reports the strange goings-on.

The more detail that's put into the paper trail means the more time investigators can research and
correlate data, rather than just waiting for a lamp to fall over. Having information on other cases would
also be a good idea, in case investigators want to compare and contrast this case with others.

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Scenario Length

One thing to keep in mind is that the case could take anywhere from a month to a couple of years of
game time to resolve. For those players who enjoy long and protracted spookiness, with lots of
opportunity for in-character research, that might be no problem. However, if your players are
unaccustomed to spending more than three or four sessions on a single scenario, this could get boring.

Keepers may wish to keep the action moving by not presenting everything in a real-time basis. Once
the general mood and occurrences are set, information gleaned, and initial SAN-checks made, the
happenings can be summarized on a weekly basis. When something new is about to happen, or a roll
could be called for, the game can go "live" again.

Era Considerations

Remember what era the scenario is taking place in, and make sure the players -- and Investigators --
are more or less on the same page when coming up with ideas. Also remember the tools and methods
of the time: occultist trappings predominated during the Gaslight era, with science making slow
inroads up to the Jazz age, when psychology and new physical theories began to take over.

That's not to say that a really prescient scientist couldn't have come up with the RPE theory in 1889.
However, his theories would have been too far ahead of their time, and most authorities in the field
would have considered him a crank.

That said, it's less anachronistic for investigators to look back, rather than forward. There's plenty of
room for the modern-day occultist who insists that RPE is hogwash, and that the activity is being
caused by Satan, or a spectral presence.

Those Meddling Kids

Given how news of a poltergeist case can spread, the investigators might have to deal with a lot of
curious folks, unwanted distractions and meddlers. Some of the folks might be of some help, but
they'll be vastly outnumbered by the mundane, wide-eyed, and useless.

The authorities might want to see if they can end the nonsense with a well-timed arrest. Spiritual
agencies might demand to come pray at the house, with their congregation in tow. The press might
demand to have a photographer on the scene. Rival researchers from competing organizations might
show up and spend the whole time trying to debunk one another. And neighborhood kids might
engineer a trick or two to add to the fun, only to get caught and be blamed for the whole thing . . .

Anything's possible, but choose your NPCs carefully. Too many will make the thing too confusing,
and having some wunder-NPC show up to solve the case would be terrible.

Red Herrings

In this sort of scenario, the possibility of fraud, misjudgment, or simple error causing mistaken
assumptions is too good to pass up. It could be that the lamp just fell over on its own. Maybe the lights
popping all at once really was due to an overload. Perhaps the agent always moaned in her sleep, but
no one ever noticed it before, or never said anything because it was too embarrassing.

The Mythos

Knowledge of the Mythos can be a boon or a bane. Any investigator who's dealt with a Lloigor might
well assume the levitating bed is a sign that one's nearby. That's not such a bad idea, of course. But if

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the whole party gets that idea, and goes out looking for waterhorses instead of paying attention to what
goes on in the house, the Scenario's momentum might break down. It's suggested that Keepers reserve
a few tricks the investigators' Cthulhu Mythos scores can't explain just in case this happens.

Going Proactive

Rather than just watching helplessly -- or with notepads at the ready -- when the agent flies through the
air and starts speaking in an unknown language, investigators can try to act. Magic, science,
psychology, faith, and steadfast determination are their weapons in this sort of battle, but what works -
- and why -- is up to the Keeper to decide.

One important factor that the investigators need to deal with is the agent. What's done to the poltergeist
may adversely affect the agent, and vice versa. Getting rid of the entity will be a Pyrrhic victory if the
agent is reduced to a vegetable or scarred for life.

Of course, trying to beat the poltergeist out of the house could lead to the investigators getting beaten
out, themselves. One should never underestimate a poltergeist's ability to generate nauseating smells,
deafening screams, fires in coat pockets and so on. Likewise, swarms of broken plate shards, cutlery,
and rocks can be deadly.

Playable Poltergeists
Given the numerous theories about what poltergeists could really be, it would be a little presumptuous
to write one, definitive set of statistics for them. Instead, here are a few different "poltergeists" for
Keepers to use as they see fit. They could all exist comfortably alongside one another, as different
causes for the same symptom. Alternatively, the Keeper can choose one over the others to be the true
cause of poltergeist activity in his game.

Poltergeist Abilities
Any of the poltergeists listed below can use the following abilities. It's quite possible for these abilities
to be coordinated, so long as the poltergeist succeeds in its rolls: a poltergeist could break a row of
dishes, throw a cat into the air, and scream all at the same time if it felt the need to. However, as a
general rule, poltergeists cannot have more actions in a single round than they have points in INT.

Keepers who want to further limit the amount of actions a poltergeist can do at once may introduce a
cumulative 5% penalty to each roll past the third made in a single round.

Note that, unless otherwise noted, people and animals can count as "objects," provided the poltergeist
has enough POW to try and affect them.

z Create smells: POW × 5% to do. The smell can be created over an area equal to the poltergeist's
INT in square feet. The smells produced can be pleasant, unsettling, disgusting, or nauseating.
z Damage objects: POW vs. the STR of the object on the Resistance Table. This does 1d6
damage per successful roll, and the poltergeist may break as many objects at once as it has
points in INT. This can also be used to write on surfaces, crack walls, and so on. This cannot be
done with living beings: see "Wounding," below.
z Light fires: POW vs. the STR of the object on the Resistance Table. This does 1d2 damage
initially, but the damage done will increase if the fire is not extinguished. The poltergeist may
ignite as many objects at once as it has points in INT.
z Levitate objects: POW vs. the SIZ of the object on the Resistance Table. The poltergeist may
move as many objects at once as it has points in INT. Levitated objects can be lifted straight up,
gently nudged in a certain direction and then dropped, or sent spinning around one another in a

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cloud of objects.
z Make noises: POW × 5% to do. The noises can be knocks, raps, shuffling, screams, thunder,
animal cries, speech, etc. These can be extremely soft or extremely loud.
z Manifest Visibly: POW × 5% to do. They can appear as a person, a shapeless blob of light, or
any other appearance the Keeper deems appropriate. Maximum SAN loss for beholding a
poltergeist should be 1d8.
z Move objects: POW vs. the SIZ of the object on the Resistance Table. The poltergeist may
move as many objects as it has points in INT. It can nudge or slide objects along a surface for as
long as it cares to, in a straight or curved line.
z Possession: POW vs. the POW of the person or animal, or POW vs. the SIZ of the object. The
poltergeist may speak through the possessed individuals or objects, or concentrate other abilities
upon them: wounding, levitating or teleporting them, etc. If a poltergeist possesses an electrical
or mechanical object, it can cause it to malfunction, start working when turned off or unplugged,
or keep it from working at all.
z Stonefalls: POW × 5% to activate, and can be spread over an area equal to its INT in square
feet. This can be a steady fall of stones around someone or a mere trickle. The stones can fall
normally or gently glide down to the ground.
z Teleport objects: POW vs. the SIZ of the object on the Resistance Table, and it can be moved
up to a number of miles equal to INT. The poltergeist may teleport as many objects at once as it
has points in INT.
z Throw objects: POW vs. the SIZ of the object on the Resistance Table, and then INT × 5%
chance of hitting the desired target, if any. It may throw as many objects at once as it has points
in INT. Objects may be thrown in straight lines or curved ones. The damage done to someone
who's hit by a flying object depends on how large the object is, how sharp, etc. Cruel Keepers
can use POW to determine a damage bonus, if applicable.
z Wounding: POW vs. the CON of the target on the Resistance Table. These attacks do no real
damage, and can appear to be made by the target, or an otherworldly entity. They can be
scratches, bites, punctures, pinches, sexual assaults, writing, and so on.

Repressed Psychokinetic Energy (Fodor's Theory)

What may be the most common type of poltergeist to be found, this is where physical trauma and/or
psychological strain has created a temporary psychokinetic talent in the agent. There is also some
evidence to suppose that the RPE is created by a group, rather than a single individual.

The activity is subconsciously caused by the agent, who has no real control over what happens. The
agent might exhibit symptoms that would indicate some physical connection to what's happening, such
as an increased heartrate, sweating, fainting or the like. However, these symptoms could be attributed
to fear caused by the incidents.

For this sort of poltergeist, use the POW and INT of the agent when making the rolls. If the poltergeist
is created by a group, rather than an individual, use the average POW and INT. Any of the abilities
listed above may be done, though some would be more logical than others in an RPE case.

Keepers may charge the agent -- or the nearest member of the group -- an MP per single ability used.
Alternatively, the Keeper can say that the agent's subconscious is tapping into some other source of
energy.

A look into the astral plane would most likely indicate nothing. The Keeper may rule that strange
"eddies" are emitted by the agent when poltergeist activity occurs, or that the alien source of energy
the agent's tapping into can be seen. In more extreme cases, an astral double of the agent might emerge
from the physical body to do its mischief, and then slip back into the agent when it's done. What would
happen if the investigators attacked or harmed this doppleganger is up to the Keeper to decide.

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Exorcisms would most likely be useless on their face, though a comforting presence might get the
activity to slow down or cease for a short while. Magic used to reveal, communicate with, or compel
the dead would probably not work, either. Medical and/or psychological help would most likely be
more effective than supernatural intercession alone.

Once the agent reaches puberty, gets out of the current situation he's in, or else overcomes it, the
activity will most likely cease.

The Accidental Apparition (Rogo's Theory)

In keeping with D. Scott Rogo's notions, this version of the poltergeist is an unintelligent, ectoplasmic
entity who accidentally gains the personality of the agent. When it encounters an agent, the trauma of
the individual impresses itself on the apparition, which then acts as a proxy for the agent. It gives
action to the agent's subconscious rage, turmoil and anger: breaking objects, throwing things about,
and so on.

It can also torment the agent in particular, acting upon feelings of self-hate that person may have.
Though the agent may have a terrible hatred of himself, the poltergeist will rarely injure him severely,
due to ingrained survival instinct. That's no guarantee that the spirit won't try to kill "itself," though.

These poltergeists have no INT, and a variable amount of POW (2d6, 3d6, or 4d6). Once one
encounters an agent, it gains INT equal to the agent's. They can do any of the abilities listed above.
They do not have to roll to affect the agent, as any actions done to the agent -- even possession --
succeed automatically.

In the Astral Plane, the apparition might look nothing like the agent, or just like the agent. It could also
appear to be a distorted image of the agent, mirroring the negative feelings he has about himself. There
might be a "cord" connecting the spirit and the agent: if severed, this may end the haunting, but there
could be harmful effects for the agent.

Exorcisms may help in this case, as the entity is spiritual. Magic used against the dead could be tricky,
due to the connection between the apparition and the agent. Asking the spirit its name, and what it
wants, could yield confusing answers. And what harms the spirit could harm the agent as well.

As with RPE cases, medical and/or psychological help for the agent would probably be more effective
than spiritual methods. Physical maturation might also be enough to ameliorate the agent's feelings, or
at least give him the self-confidence necessary to overcome the current situation.

Once the agent is no longer giving off strong emotions, the apparition tends to lose its connection to
the agent. Bereft of INT -- and purpose -- it loses its stolen identity and floats away.

A Really Restless Spirit (Stevenson's Theory)

This version of a poltergeist presents an apparition as an intelligent, self-willed entity that is capable of
affecting the physical world more spectacularly than they're supposed to. It may have a definite agenda
-- frightening the living away from its house -- or it may just be causing trouble for amusement's sake.
The particulars of the entity should be created by the Keeper to fit the situation at hand.

Use the rules for ghosts given on pp. 180-81 of Call of Cthulhu, ed. 5.6. However, instead of -- or in
addition to -- their POW-draining attack, allow them to do any of the abilities listed above.

Exorcisms might be able to send the apparition packing on a temporary or permanent basis. Peeking
into the astral plane would reveal the entity, of course, and magic could be used against it. Trying to
find out what it wants, and cooperating with it, might be more effective than blunt force, but if it's just

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out to do harm then there may be no other alternative. Treat its POW as Hit Points when dealing
magical damage to it.

If the apparition gets what it wants, it might "move on." It might also just go into dormancy, to awaken
anew when some other problem goads it into action once more.

Poltergeist (New Non-Mythos Creature)

What might be called "the genuine article," this version of a poltergeist is an astral entity. They require
close proximity to extreme and negative emotions to survive, using them much like an earthly plant
uses solar energy. The feelings that agents tend to give off are ideal for this purpose, hence the
poltergeists' intrusion into their lives.

A poltergeist's feeding does not directly harm the agent. When a poltergeist finds a suitable agent, it
sends out a tendril and latches onto his aura. After that, it starts its trademark activity: engineering a
ruckus to keep the agent in that state of mind, or else drive the individual to new extremes.

The primary enemy of this type of poltergeist is time. Their favorite agent is a mentally and physically
unwell person right on the edge of puberty, but such a state of affairs can't last forever. As a result,
they tend to make the most of the situation. Once puberty occurs, the agent's condition improves, or
the poltergeist is otherwise driven off, it will seek out another agent and begin to feed once more.

If viewed in the Astral Plane, or exposed with spells or magical preparations -- such as the Powder of
Ibn-Ghazi -- the poltergeist and its tendril are both clearly visible. Poltergeists can have variable
appearances: a shapeless, luminescent blob, a dense cloud of insect-like things, a thick fog sparkling
with electrical current, a hideous, alien fetus, and so on.

This type of poltergeist has INT and POW. INT is determined by rolling 3d6 -2, and POW goes from
3d6 to 4d6. SAN loss for seeing such a thing could run anywhere from 0/1 to 1d4/1d10, given their
bizarre, otherworldly nature.

Poltergeists can use any of the abilities described above in the physical world. They can also defend
themselves from attacks on the Astral Plane through astral combat. Treat the poltergeist's POW as Hit
Points for the purposes of any magical damage done to the entity. Most intelligent poltergeists will flee
after losing more than 2/3 of their POW.

A Poltergeist with low INT is little more than an accident waiting to happen. They'll either latch onto a
potential agent for a quick snack and then move on, or else stay for the long term, but have no real
pattern to their actions. When a strange, "one-off" shower of stones comes down in an abandoned
convent, or grandma's china flips off the ledge and smashes, but nothing else happens at all, an
unintelligent poltergeist may be to blame.

On the other hand, a poltergeist with middle-to-high INT can reason, plan, and anticipate. Such
creatures tend to be very cunning and sadistic, with an uncanny ability to know just what to do to keep
their agents jumping. They will often go on a binge of destruction, and then back off for a few days to
give the agent just a glimmer of false hope, and then savor the person's anguish as their hell starts back
up again.

Exorcisms are probably quite worthless against these things, unless the comfort of having one done
can empower the agent to shake off his funk. The same also applies to psychology and medical
intercession: the poltergeist can anticipate such maneuvers and try to counteract them with even more
audacious, or subtle, activity.

Magic is very effective in these cases, as is combating the things on their home ground. However, if an

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investigator somehow severs the tendril connecting the poltergeist and agent, the poltergeist will just
form another tendril. The poltergeist must be severely damaged for it to break off and leave.

Bibliography
z Cavendish, Richard, The World of Ghosts and the Supernatural. New York, NY: Facts on File
Inc., 1994.
z Guiley, Rosemary Ellen, The Encyclopedia of Ghosts and Spirits. New York, NY: Facts on File
Inc., 1992.
z Ogden, Tom, Complete Idiots Guide to Ghosts and Hauntings. Indianapolis, IN: Alpha Books,
1999.

Article publication date: September 13, 2002

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