Gameplay
Ghosts are the imperfect copies created when a character whether NPC or PC dies.
Not all deaths create ghosts and the exact mechanism for doing so is unknown,
however many ghosts become obsessed with particular aspects of their previous
life. Whether this is due to regret, being unable to let go, or simply because
of the brain-damage like condition in which all ghosts exist isn't clear.
Each ghost is as unique as the person who spawned it. They're unable to change,
but retain much of the special abilities they possessed in life. Though ghosts
have no concrete form and can move through otherwise solid objects, any ghost
who could not fly when they were alive, for example, is similarly bound in death
if only by the belief that flying isn't possible. Ghosts who die while shifted
will be shifted ghosts and unable to shift back into human form. Ghosts who
were not shifted when they died will not be able to shift into their alternative
form any more.
Ghosts may not enter the Lodge or any home which has been ritually warded.
Furthermore, they are generally bound to Haven and can't leave the city. They
can only be seen by characters with clairvoyance and only heard by characters with
clairaudience. Characters without either of these supernatural stats can detect
when a ghost enters or leaves a room with perception however and the higher that
character's perception, the more likely they will notice the ghost's movement.
Movement in peripheral rooms can not be detected in the same way.
Ghosts do not precisely occupy the same space as the living and interacting with
them and their world is strenuous. Though they may interact with other characters
who possess either clairaudience or clairvoyance with less restrictions, player
ghosts receive a pool of actions each day to represent their endurance. This
pool is referred to as willpower and will be visible with the score command as a
ghost. Willpower will not be depleted for actions taken which do not attempt to
breach the veil between the spirit and living spaces. Ghost walkers receive half
as much willpower to expend each day to represent their investment in the
corporeal world.
Some examples of actions that require manifestation are moving an object,
touching another character, being able to been seen or heard plainly, or
utilizing one of their supernatural powers. Verbal actions in particular are
especially difficult for ghosts and even the most powerful ghosts can only
muster concrete language in a low voice or whisper. Despite being able to
interact with their environment in limited ways, ghosts may not engage or be
engaged in combat.
Syntax: visible
For ghosts, this command toggles whether or not the ghost is attempting to be
visible in their next action. Toggling it doesn't eat away at any specific
uses per day however while it is active, the ghost will be considered to be
manifesting as well. This will replace "something unseen" with emote and
in actions with the ghost's name or intro depending on whether or not the
ghost is known to the viewer. A special prefix "the ghost of" is attached
before the ghost's intro or name in the event that the viewer has at least
clairvoyance 1 and can recognize the nature of the ghost immediately.
Syntax: manifest
This toggle allows ghosts to determine whether or not the ghost will attempt
to perform an action which can be detected without supernatural aid. This is
both a safety mechanism to prevent ghosts from depleting their daily pools
unwittingly and to differentiate between the limited and unlimited version of
some commands such as say, emote, and private.
Willpower Costs:
Private 10
Emote 15
Manifestations 20
Speech 25
Note: If an action qualifies for multiple categories, it will use the greater
cost.
Some rituals such as binding, unbinding, and banishment can effect ghosts.
Rituals?
Possession
Ghosts
Ghosts are the imperfect copies created when a character whether NPC or PC dies.
Not all deaths create ghosts and the exact mechanism for doing so is unknown,
however many ghosts become obsessed with particular aspects of their previous
life. Whether this is due to regret, being unable to let go, or simply because
of the brain-damage like condition in which all ghosts exist isn't clear.
Each ghost is as unique as the person who spawned it. They're unable to change,
but retain much of the special abilities they possessed in life. Though ghosts
have no concrete form and can move through otherwise solid objects, any ghost
who could not fly when they were alive, for example, is similarly bound in death
if only by the belief that flying isn't possible. Ghosts who die while shifted
will be shifted ghosts and unable to shift back into human form. Ghosts who
were not shifted when they died will not be able to shift into their alternative
form any more.
Ghosts may not enter the Lodge or any home which has been ritually warded.
Furthermore, they are generally bound to Haven and can't leave the city. They
can only be seen by characters with clairvoyance and only heard by characters with
clairaudience. Characters without either of these supernatural stats can detect
when a ghost enters or leaves a room with perception however and the higher that
character's perception, the more likely they will notice the ghost's movement.
Movement in peripheral rooms can not be detected in the same way.
Ghosts do not precisely occupy the same space as the living and interacting with
them and their world is strenuous. Though they may interact with other characters
who possess either clairaudience or clairvoyance with less restrictions, player
ghosts receive a pool of actions each day to represent their endurance. This
pool is referred to as willpower and will be visible with the score command as a
ghost. Willpower will not be depleted for actions taken which do not attempt to
breach the veil between the spirit and living spaces. Ghost walkers receive half
as much willpower to expend each day to represent their investment in the
corporeal world.
Some examples of actions that require manifestation are moving an object,
touching another character, being able to been seen or heard plainly, or
utilizing one of their supernatural powers. Verbal actions in particular are
especially difficult for ghosts and even the most powerful ghosts can only
muster concrete language in a low voice or whisper. Despite being able to
interact with their environment in limited ways, ghosts may not engage or be
engaged in combat.
Syntax: visible
For ghosts, this command toggles whether or not the ghost is attempting to be
visible in their next action. Toggling it doesn't eat away at any specific
uses per day however while it is active, the ghost will be considered to be
manifesting as well. This will replace "something unseen" with emote and
in actions with the ghost's name or intro depending on whether or not the
ghost is known to the viewer. A special prefix "the ghost of" is attached
before the ghost's intro or name in the event that the viewer has at least
clairvoyance 1 and can recognize the nature of the ghost immediately.
Syntax: manifest
This toggle allows ghosts to determine whether or not the ghost will attempt
to perform an action which can be detected without supernatural aid. This is
both a safety mechanism to prevent ghosts from depleting their daily pools
unwittingly and to differentiate between the limited and unlimited version of
some commands such as say, emote, and private.
Willpower Costs:
Private 10
Emote 15
Manifestations 20
Speech 25
Note: If an action qualifies for multiple categories, it will use the greater
cost.
Some rituals such as binding, unbinding, and banishment can effect ghosts.
See Also
More Rituals?Rituals?
Possession