{"id":17784,"date":"2025-05-28T19:00:10","date_gmt":"2025-05-28T23:00:10","guid":{"rendered":""},"modified":"2026-04-09T07:45:08","modified_gmt":"2026-04-09T11:45:08","slug":"ghosts","status":"publish","type":"post","link":"https:\/\/havenrpg.net\/newsite\/2025\/05\/28\/ghosts\/","title":{"rendered":"Ghosts"},"content":{"rendered":"<p>Ghosts are the imperfect copies created when a character whether NPC or PC<br \/>dies.<br \/>Not all deaths create ghosts and the exact mechanism for doing so is unknown,<br \/>however many ghosts become obsessed with particular aspects of their previous<br \/>life. Whether this is due to regret, being unable to let go, or simply<br \/>because of the brain damage-like condition in which all ghosts exist isn&#8217;t<br \/>clear.<\/p>\n<p>Each ghost is as unique as the person who spawned it. They&#8217;re unable to<br \/>change, but retain much of the special abilities they possessed in life.<br \/>Though ghosts have no concrete form and can move through otherwise solid<br \/>objects, any ghost who could not fly when they were alive, for example,<br \/>is similarly bound in death, if only by the belief that flying isn&#8217;t<br \/>possible. Ghosts who die while shifted will be shifted ghosts and unable to<br \/>shift back into human form. Ghosts who were not shifted when they died<br \/>will not be able to shift into their alternative form any more.<\/p>\n<p>Ghosts may not enter the Lodge or any home which has been ritually warded.<br \/>Furthermore, they are generally bound to Haven and can&#8217;t leave the city. They<br \/>can only be seen by characters with clairvoyance and only heard by characters<br \/>with clairaudience. Characters without either of these supernatural stats can<br \/>detect when a ghost enters or leaves a room with perception however and the higher<br \/>that character&#8217;s perception, the more likely they will notice the ghost&#8217;s movement.<br \/>Movement in peripheral rooms can not be detected in the same way.<\/p>\n<p>Ghosts do not precisely occupy the same space as the living and interacting<br \/>with them and their world is strenuous. Though they may interact with other<br \/>characters who possess either clairaudience or clairvoyance with less restrictions,<br \/>player ghosts receive a pool of actions each day to represent their endurance. This<br \/>pool is referred to as willpower and will be visible with the score command as<br \/>a ghost. Willpower will not be depleted for actions taken which do not attempt<br \/>to breach the veil between the spirit and living spaces. Ghost walkers receive<br \/>half as much willpower to expend each day to represent their investment in the<br \/>corporeal world.<\/p>\n<p>Some examples of actions that require manifestation are moving an object,<br \/>touching another character, being able to been seen or heard plainly, or<br \/>utilizing one of their supernatural powers. Verbal actions in particular are<br \/>especially difficult for ghosts and even the most powerful ghosts can only<br \/>muster concrete language in a low voice or whisper. Despite being able to<br \/>interact with their environment in limited ways, ghosts may not engage or be<br \/>engaged in combat.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">visible<\/span\/span>\/span<br \/>  For ghosts, this command toggles whether or not the ghost is attempting to be<br \/>  visible in their next action.  Toggling it doesn&#8217;t eat away at any specific<br \/>  uses per day however while it is active, the ghost will be considered to be<br \/>  manifesting as well.  This will replace &#8220;something unseen&#8221; with <span style=\"color:#ffffff\">emote<\/span> and<br \/>  in actions with the ghost&#8217;s name or intro depending on whether or not the<br \/>  ghost is known to the viewer.  A special prefix &#8220;the ghost of&#8221; is attached<br \/>  before the ghost&#8217;s intro or name in the event that the viewer has at least<br \/>  clairvoyance 1 and can recognize the nature of the ghost immediately.<\/p>\n<p><span style=\"color:#008080\">Syntax<span style=\"color:#008000\">: <span style=\"color:#ffffff\">manifest<\/span\/span>\/span<br \/>  This toggle allows ghosts to determine whether or not the ghost will attempt<br \/>  to perform an action which can be detected without supernatural aid.  This is<br \/>  both a safety mechanism to prevent ghosts from depleting their daily pools<br \/>  unwittingly and to differentiate between the limited and unlimited version of<br \/>  some commands such as <span style=\"color:#ffffff\">say<\/span>, <span style=\"color:#ffffff\">emote<\/span>, and <span style=\"color:#ffffff\">private<\/span>.<\/p>\n<p><span style=\"color:#008080\">Willpower Costs<span style=\"color:#008000\">:<\/span\/span><br \/>  Private         10<br \/>  Emote           15<br \/>  Manifestations  20<br \/>  Speech          25<\/p>\n<p><span style=\"color:#008080\">Note<span style=\"color:#008000\">:<\/span\/span> If an action qualifies for multiple categories, it will use the greater<br \/>  cost.<\/p>\n<p>Some rituals such as <span style=\"color:#ffffff\">binding<\/span>, <span style=\"color:#ffffff\">unbinding<\/span>, and <span style=\"color:#ffffff\">banishment<\/span> can effect ghosts.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ghosts are the imperfect copies created when a character whether NPC or PCdies.Not all deaths create ghosts and the exact mechanism for doing so is unknown,however many ghosts become obsessed with particular aspects of their previouslife. Whether this is due to regret, being unable to&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"categories":[124,125],"tags":[],"class_list":["post-17784","post","type-post","status-publish","format-standard","hentry","category-helpfile","category-lorefile"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/17784","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=17784"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/17784\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=17784"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/categories?post=17784"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/tags?post=17784"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}