Hello! A little background info, Ulric started as a ghost PC and progressed to a point where he was resurrected by Sintra in Etzos.
What I have always enjoyed about ghosts as a playable race is that they have their singular obsession and are almost entirely story driven. I've always felt that the obsession which keeps them from moving on is the beginning and the end of their progression because the longer that they remain active as a ghost, the more they become willing to do to fulfill the need. I really like revenge stories though, so I designed the character to be a massive revenge story and that has helped me enjoy it.
I agree with the general notion that I think ghosts should be able to learn living skills, but I have some reservations because it feels like there are living skills ghosts shouldn't be able to learn mostly because of the way their psychology works. I don't agree entirely that the
first tier of ghosts aren't playable at all, but I do agree that if we are going to rework things, adjusting the types/removing them would be a good way to make ghosts more appealing to newly dead PCs and starting characters. A unified psychology rather than four different levels of it would, in my opinion, help make playing ghosts easier. I think playing an echo is doable, but I don't think that it would be enjoyable as it is set up now for most people until they progress in their ghost skills enough to interact with the living world again/cross out of the Beneath because as Pegasus pointed out, what the Beneath is, how it is experienced, and how ghosts move through the tiers without Famula being involved is a little unclear (at least to me).
I should preface what I think about ghost skills with a disclaimer that the three skills I'm most familiar with are
Possession,
Materialization, and
Syphon.
Hex is a ghost ability that I am not really familiar with and didn't ever really have interest in exploring with Ulric, but I gave it a read to get a little idea of what it does.
As a result of that read, I do think that Hex is overpowered. It is such a broad power that can be used for almost anything at the cost of the ghost's memories which can really be filled out with memory threads to achieve whatever Hex effect the ghost wants. It is practically an illusion magic that is fueled by memories. I like the concept of Evocation and ghosts having unique ways to create and relive memories, but it definitely seems out of place and much more magical than the other abilities seem to me- and honestly it is so fantastical that it seems more confusing than it should be. Additionally, I don't think it is good that the write up for Hex doesn't have a clear way to remove Hexmarks or Phantasms for players other than indicating it should be heavily story related. A lot of the specifications for what Hex does and doesn't effect feel tacked on rather than explained through the skill itself.
I feel that the other three (Syphon, Materialization, and Possession) are fairly physical abilities for the ghost compared to Hex. I do agree that they function more like magic than the other non-magic skills but I feel like the aforementioned three skills fill out the idea of what a ghost can do (walk through walls, move things, possess things, and feed). While the ghosts may get these skills, they also have to face a lot of balancing factors. The bottom of the
Souls Primer has a portion on the difference between the dead and the living which explains ways that 'ghost hunters and spiritualists' combat ghosts. Materialization may allow a ghost (assuming they aren't resurrected) to solidify into a state harder than the strongest substances known but a handful of copper nels from the pocket could tear the ghost's ectoplasm apart or banish it from someone it is possessing. We also have adored level abilities (
Bellinos) which make characters passively untouchable to ghosts, no matter their level of skill. Granted, marked characters are not a large part of the population, but neither are ghosts. I think that, in general, the weaknesses that a ghost has just as a result of being made of ectoplasm balances out the strength they get when they reach mastery in the skills related to controlling their ectoplasm.
However, as Pegasus pointed out, when the character gets resurrected and they are no longer a ghost the issue becomes more complicated. Suddenly the skills stop functioning as how the ghost manages to exist and they begin functioning a lot more like individual magics. I think that isn't necessarily a bad thing. If a character masters a ghost skill and is resurrected through story (or the skill level if we go with that), I think it's been earned it as well as any mage, marked, or induk blessed ability and I think the limits on ectoplasm as a substance would still apply (i.e. copper burns through/dispells it, it can't pass over a salt line or circle) to balance it a little.
I think ghosts should be able to get capstones in their ghost skills, despite the skills seeming powerful, because even Revealed mages can
create new techniques in their magic. While I think it's a bit of an extreme comparison to put a revealed mage stretching their magic into a new ability beside a ghost (resurrected or dead) learning to control their ectoplasm differently, I use it as an example because the point was raised that magic users do not get capstones. They do, in a way, but the process for making the new technique is much more involved than just applying for a capstone. I think if we were to limit ghosts abilities to get capstones, we should at least give them the option to learn 'capstone-like' abilities through a process similar to Revealed mages creating new techniques.
On the topic of mastery in ghost skills leading to a resurrection plot, I think that is a fine idea but I would also propose that progress in ghost skills should (more directly) lead to advancing through ghost tiers if they remain as they are. I think it would help players track the progression of their ghosts obsession more easily if they knew what benchmarks (skill-wise) would lead to them devolving into the next tier.