Ghosts


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History

Ever since the beginning of history, where there has been life, there has been death. But lurking in the shadows of that ever dancing pair is another phenomenon; the undead. The undead come in just as many forms as the living, some of which are naturally occurring, such as ghosts. Ghosts are the souls of those who were once alive, died, and refused to pass on. Others, like the Wisp, require the touch of an Immortal in their creation. But man could not be left out of creation, and they too acquired the power to create undead, through the use of Necromancy.

Regardless of beliefs, of the method of creation or existence, the undead are real. And among the vast swaths of those avoiding death while denied life, there are those that managed to retain their mind, their sanity, to a degree. These are the undead that are self-determining, autonomous, and are effectively their own people.

Ghosts have been held in varying levels of esteem in cultures around Idalos. In some places, they are viewed as a nuisance that must be dispatched. In others, they are held in reverence as elders, throwbacks to a better time. Each culture in Idalos handles ghosts in their own way, view them in their own way, have their own history with them.

Quick Facts

  • Height - Varies based on Living Race
  • Weight - 0lbs (Unless has a physical form)
  • Life Span - Forever.......
  • Creator - None
  • Notable Features - Transparent, often Incorporeal, Spooky Powers
  • Mostly Live In - The Beneath
  • Racial Bonus - Ghost Skills +25 (choose 1)
  • Fast Track Skills - Ghost Skills (Choose 1)

Psychology

Being a ghost is a confusing and unnerving experience for many, including the grizzled, hardened adventurer. The world has gone grey and blurry, life is no longer visible, you've gone through Judgement with Pier and Pre, and Vri has just arrived, offering to take you away. For many, this is an offer that is untenable, unthinkable. There were too many things left in life to do, to experience; death came too quickly; life was too short; there are loved ones that still need protecting. The list of reasons why a soul does not move on is many. Yet, every soul has its own reason for staying.

And so, while lost in the Beneath as an Echo, they are thrust into a whole new world. A world that many mortals speak about in hushed whispers, as a place where the damned are stuck wandering, a place that only a few of the living have experienced first hand, a place that the ghost now must call home. For many, it is scary, being in the unknown but trapped to the areas around their anchors. A world unexplored and also unexplorable.

And often an Echo will meet another ghost, and realize that they are not alone in this dark and dreary land. Perhaps this ghost is friendly, though more often they are not. Perhaps the ghost is attempting to feast on the newly formed Echo, syponing away their ectoplasm. And the world becomes scarier, for the realization of being prey occurs.

But, should the Echo survives this attack, or never meet a ghost wishing to hunt them in the first place, they find themselves with a lot of time on their hands. A lot of time to think, to dwell, to muse, to ponder. Their own death is often a subject of this, but typically the most prominent is the object of their obsession that tethered them to becoming a ghost in the first place. Fixated on this, the Ghost often tries to find ways to interact with this obsession of theirs. This becomes a time of discovery for the new Ghost. They learn how to move into the mortal world, through Vergences and through their own materialization. They begin learning the growth of new abilities, and are in fact, able to interact with the world. And through this growth in power and ability, comes the idea that their point of obsession is within reach. So that obsession and focus intensifies, the ghost slowly starts to become that obsession, losing true parts of themselves in the process.

Until they are unrecognizable, insane, and become something else entirely, a being of obsession, no longer a person proper.

See the Section of the Souls Primer for more on Ghost Psychology

Ghost Skills

Ghost Skills

  • Possession - The ability to possess objects or people and control them.
  • Materialization - The ability to become solid and visible, as well as travel more easily to and from the Beneath.
  • Hex - The creation of curses and illusions to alter the world and the beings in it.
  • Syphon - The absorption of ectoplasm, lifeforce, and other energy sources to fuel a ghost.

Ghost Abilities

Death Remnant

Death Remnant in the Souls Primer

The Death Remnant is a thematic change in ghosts based around their death. What this means for the player is that it is a creative license to add some additional uniqueness to their character, garnering an additional ability. As such, this Death Remnant must be applied for in the Prophet Support Forum. Each ghost gets a single Death Remnant, and should be applied for fairly early on as these Death Remnants tend to manifest while as an Echo and maintain with the Ghost through any later progressions. An example is that a Ghost that died in a blaze may be able to start fires or wreathe their bodies or the items they’re possessing in flames. Those that drowned might do the same with water.

Dream Intrusion

Dream Intrusion in the Souls Primer

Dream Intrusion is an extension of both Possession and Dreamwalking. In terms of Dreamwalking, each thread in which Dream Intrusion will count toward the Dreamwalking requirements. Ghosts can be initiated into Dreamwalking, however, until they are able to bring their anchors with them into dreams, they cannot stray further. They may enter the Veil in order to be initiated, but may only enter further dreams of those sleeping near to their anchors. Additionally, ghosts are able to initiate others into Dreamwalking.

Echo (Tier 1 Ghost)

The Echo

Phantom (Tier 2 Ghost)

The Phantom

The Empty (Tier 3)

The Empty

The Risen (Tier 3)

The Risen

Wisps (Tier 3)

The Wisp

Whispers (Tier 0)

The Whisper

Playing a Ghost PC

Starting a Ghost PC

Starting a Ghost PC comes with two selections of ghost types. You can choose to start as an Echo or a Phantom. This comes with the amount of anchors appropriate to the type you’ve chosen. You must select at minimum 1 anchor in order to exist as a ghost. You may start with any skills you wish, based on history and such. However, as a ghost, you may only skill up in one of your 4 Ghost Skills. You can gain skill knowledges in other skills though.

You must include your PC's death in your Character History. This is a very prominent point in a ghost’s existence, so please be sure to be detailed and thorough. How did they die? Why did they refuse to accept Judgment? What obsession of theirs tethers them to the mortal world?

Becoming a Ghost PC after Character Creation

Becoming a Ghost PC after Character Creation has a few extra requirements. First, in order to become a ghost, Vri has to show up to take the PC from judgment. Because of this, a Moderator must be involved for this interaction.

Additionally, all brand new ghosts are of the Echo variety.

However, becoming a ghost In Character comes with one larger perk. In addition to the skills that the PC maintained in life, they also get the +25 Racial Bonus in a Ghost Skill of their choice, without sacrificing their initial Racial Bonus skill.

Returning to Life

Returning to life is an extremely rare event for ghosts. It is something many ghosts yearn for, some strive for, but never achieve. But it is possible. However, due to the very nature of it, this is not something that is taken lightly here on Idalos. As such, we are not going to spell out the various methods that a PC can return to life, but rather leave them shrouded in mystery. It is up to the moderators and storytellers to help bring your PC back to life. This may often involve a series of trials, quests, and other such hardships and proving of merit, but it is up to the Moderator how it happens. If another PC has the ability to bring a PC back to life, they can do so as well, assuming all requirements are met. This can also be applied for through plotting in the PSF if a local moderator is unavailable.

Quick additional Facts

  • Read the following for information on Ghost NPCs
  • Tunawa cannot become ghosts.
  • Yludih cannot become ghosts.
  • Domain magic is dormant while a ghost.
  • A domain magic spark will often attempt to forcibly initiate someone possessed by a ghost who carries a spark. The mage can fight the spark in order to keep it. If this fails, the individual of dies. However, sometimes they survive in a mental and emotional state similar to having been flayed or having had a spark removed, resulting in nightmares, ptsd, and other trauma. Either way, the spark returns to the ghost. If it succeeds, the person acquires the magic at 0/250 points, and automatically becomes an Anchor for the ghost. If the ghost is at their anchor limit, their newest created anchor becomes undone and is no longer attached to them.
  • Some Immortal mark abilities can be used as a ghost, some cannot. It depends on if the ability requires a physical body/interaction. If in possession of a body, they can be used.
  • Mortalborn can become a Ghost. However, this is a Unique Type of Ghost and is not yet written up. Until it is written up, no one may become or use a Mortalborn Ghost.
  • Revealed Mages can not become a ghost.
  • Should a mortal with a familiar (including both categories of Osẹ-bori for Sev'ryn) become a ghost, the familiar will remain by their side. These familiars are often automatically anchored upon death due to their bond. The familiar is often able to help keep the ghost more stable in their undeath, often delaying the effects of their mental deterioration for far longer than is typical. However, it comes at a great risk, for the ghost (if at Phantom tier) is able to consume the familiar. Should this happen, the mortal will almost always deteriorate into an Empty. There is rumor of a specific tier of ghost for Sev'ryn who have consumed their Category 1 Osẹ-bori. However, this is a unique tier of ghost and is not yet written up. Until is is written up, no one may become or use this type of ghost.
  • PCs that have died in a cycle prior to the current cycle are not able to become ghosts after the fact. This is to prevent grandfathering issues, succession package issues, etc.
  • Ghosts cannot increase in Wealth, nor can they claim a wage. This means they cannot do a wealth thread, and are "frozen" in the wealth tier they were in at death.

Subcategories

This category has the following 10 subcategories, out of 10 total.

E

G

P

T

W

Pages in category "Ghosts"

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