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|Image = Missing.png  
|Class = Undead
|Class = Undead
|Rarity = ?
|Rarity = Rare
|Size = ? - ? cm; ?
|Size = Medium
|HP = 10
|HP = 7
|STR = 6
|STR = 2
|DEF = 10
|DEF = 8
|AGI = 12
|AGI = 12
|INT = 3
|INT = 8
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Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these specters are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.
==Introduction==
Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these beings are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.


The Ghosts are said to appear in many forms, shifting and morphing as they move about the world. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death. As they grow in power, their forms become more twisted and macabre, their fleshless bones rattling and their empty eyes glowing with an otherworldly light.
==Description==
The Ghosts are said to appear in many forms, normally humanoid. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death.


Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living. They are said to emit a black ooze-like substance from their skeletal frames, a viscous fluid that reminds many of the lifeblood that once coursed through their veins.
Ghosts can remain invisible to the living, but they may appear as a blur or faint light. Their eyes, housed in the empty sockets of their humanoid head, glow brightly in the dark.


In many cultures, the Ghosts are believed to be able to possess the living, their malevolent influence causing madness and despair. To prevent this, many perform elaborate funeral rites and rituals, hoping to appease the spirits and prevent them from returning to the world of the living.
Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living.
They are said to emit a black ooze-like substance, the “ectoplasm”: a viscous fluid that reminds many of the lifeblood that once coursed through their veins.


Despite their fearsome reputation, some believe that the Ghosts can be called upon by powerful necromancers, who are said to possess the ability to summon these creatures from the realm of the dead. But such power comes with a great cost, for those who dabble in the dark arts of necromancy risk the wrath of the Ghosts themselves, and may find themselves cursed to join their ranks in death.
== Habitat ==
The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost.  


== Habitat ==
The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles.  
The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost. The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles. While they usually hide around the living, when agitated, they take over the habitat of their victims, turning it into their home. Ghosts never spawn in big groups, and if they do, their numbers vary from two to four. 


== Behaviour ==
== Behaviour ==
In the realm of the dead, where spirits roam freely, there exist creatures known as Ghosts. These beings are the spirits of those who have passed on from the world of the living and have returned to this realm to fulfill unfinished business. They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.
Ghosts are the spirits of those who have passed on from the world of the living and have remained in this realm to fulfill unfinished business.  
 
They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.


Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.
Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.


Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as they spend more time in the realm of the living, they become more aggressive and take on a darker and more skeletal appearance. Their eyes, housed in their empty sockets, glow brightly in the dark, and their bony hands are equipped with claw-like fingers.
Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as their mood is altered or they’re annoyed, they become more aggressive and take on a darker and more skeletal appearance.  


It is said that Ghosts feed on the life force of the living, growing stronger and more powerful with each passing day. They are known to alter their appearance, taking on a more demonic-like form as they become more aggressive and hunt down their prey. In some tales, they are compared to the fearsome wraiths of Attian folklore, with their twisted and malevolent forms.
Though they are feared by many, there are those who seek out the Ghosts, hoping to talk with them.  


Though they are feared by many, there are those who seek out the Ghosts, hoping to make a deal with them. It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets. However, such deals often come at a great cost, for the Ghosts are unpredictable and dangerous creatures, and their wrath is not to be taken lightly.
It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets.  


== Abilities ==


== Abilities ==
'''Ghost Invisibility''': A Ghost is always invisible. When A Ghost attacks, his aethereal figure can be seen until his next turn.
Ghosts can remain invisible to the living, but they may appear as a blur or faint light. This comes in the form of two dots of light; their eyes. Weaker creatures appear in wispy, distorted, flickering forms, yet like all Ghosts, their eyes remain visible. While doing this, they usually stalk their prey, making them scared, panicked, and insecure before striking.
When a Ghost is invisible, it can’t be targeted but can anyway be damaged by AOE attacks.  


What makes them dangerous is their nature of hunting for a living person. When flying or crawling around on their two arms, being able to phase through objects and walls, Ghosts let out high screeches. This is also known as a Ghost Howl, which can even be deafening when done by multiple creatures. Besides this screech, the undead creatures cannot produce any vocal speech.
'''Phantasmal Flight''': A Ghost can normally move in three dimensions. Its movement can’t be reduced or impeded by any effect. Once every 2 turns a Ghost can get through a 1 or 2 meters thick wall as part of their movement or dash action.


Observers have found that Ghosts are "hollow" creatures, and this means that there is no way of hurting, capturing, or even touching them without the proper means; magic.
'''Aethereal''': A Ghost receives half damage by non-magical sources, rounded down. It is immune to sleep, hunger and poison. Silver weapons count as magical for this purpose.
Thanks to many studies with mages, magic seems to be the only weapon against these undead phenomenons. This is because they are made of Voidal Material; Ghosts cannot be hurt with physical force.


However, while physical force cannot be applied to them, Ghosts can touch the living. They either slash or grab their victims with their claws, piercing their bodies similar to them phasing through a wall. This has been shown to deal great pain to the unfortunate. The power of a Ghost is surprisingly much, with some being described as being as strong as 10 people. However, this has yet to be proven, as the observed strength mostly matches the double amount of an Orc. They have the ability to lift their victims up in the air, dragging or crushing them to the point of death against the surfaces of walls, ceilings, and floors. At the same time when the Ghost has pierced the body of its victim, the same black ooze that emits from the undead's body leaks from the orifices of victims' faces. If the victim has been in the grasp of the Ghost for too long, the black ooze completely chokes the person out, and the Ghost will "suck" the life force out. This can be compared to the draining of all bodily fluids of the body; blood, saliva, and water. Leaving a dry, black ooze-covered body to rot.
'''Ghost Howl''': Once per combat, as a free action, a Ghost can let out a heartbreaking scream that makes everyone present pale. Any person in a 10m range who fails an int check of at least 14 is paralyzed for 1 turn and cannot act.


Light seems to serve no purpose against them besides revealing their appearance. Their last ability that has been observed and studied, is the ability to literally extinguish the flames of candles and lanterns. They do this by either using a short breeze or destroying the light source. This, in turn, darkens their surroundings and makes it easier for them to move around while hidden.
'''Phantsamal Attack''': Ghosts slash their victims with their claws, piercing their bodies with paranormal force.
The Ghost melee attack will always hit on a rolled 2 on a d2 roll. No other roll is required.
A Ghost’s attack deals 2 damage.


With the ability to lift their victims, they also have the ability to move objects. A study provides a list of examples on what Ghosts can interact with:
'''Poltergeist''': The Ghost can open Doors, windows, little items, extinguish small fires and lift one harmless creature (sleeping or fainted) of medium or smaller size in a 6m range.


*Doors, cabinet doors, shutters, and windows
==Drops==
*Furniture such as tables and chairs
*Kitchen cutlery and plates
*Small light sources
*Campfires
*Weapons and armor of individuals
*A person, animal or object not heavier than 80.7 kg (136 pounds)
*Cloth


== Sources ==
Ectoplasm
Translated from Plinius Jamulus: ''Liber Daemonum'' (High Attian: The book of demons), 1132

Latest revision as of 20:57, 11 December 2023

Missing.png
Class Undead
Rarity Rare
Size Medium
Stats

7 HP

2 Strength

8 Defense

12 Agility

8 Intelligence

Introduction

Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these beings are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.

Description

The Ghosts are said to appear in many forms, normally humanoid. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death.

Ghosts can remain invisible to the living, but they may appear as a blur or faint light. Their eyes, housed in the empty sockets of their humanoid head, glow brightly in the dark.

Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living.

They are said to emit a black ooze-like substance, the “ectoplasm”: a viscous fluid that reminds many of the lifeblood that once coursed through their veins.

Habitat

The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost.

The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles.

Behaviour

Ghosts are the spirits of those who have passed on from the world of the living and have remained in this realm to fulfill unfinished business.

They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.

Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.

Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as their mood is altered or they’re annoyed, they become more aggressive and take on a darker and more skeletal appearance.

Though they are feared by many, there are those who seek out the Ghosts, hoping to talk with them.

It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets.

Abilities

Ghost Invisibility: A Ghost is always invisible. When A Ghost attacks, his aethereal figure can be seen until his next turn. When a Ghost is invisible, it can’t be targeted but can anyway be damaged by AOE attacks.

Phantasmal Flight: A Ghost can normally move in three dimensions. Its movement can’t be reduced or impeded by any effect. Once every 2 turns a Ghost can get through a 1 or 2 meters thick wall as part of their movement or dash action.

Aethereal: A Ghost receives half damage by non-magical sources, rounded down. It is immune to sleep, hunger and poison. Silver weapons count as magical for this purpose.

Ghost Howl: Once per combat, as a free action, a Ghost can let out a heartbreaking scream that makes everyone present pale. Any person in a 10m range who fails an int check of at least 14 is paralyzed for 1 turn and cannot act.

Phantsamal Attack: Ghosts slash their victims with their claws, piercing their bodies with paranormal force. The Ghost melee attack will always hit on a rolled 2 on a d2 roll. No other roll is required. A Ghost’s attack deals 2 damage.

Poltergeist: The Ghost can open Doors, windows, little items, extinguish small fires and lift one harmless creature (sleeping or fainted) of medium or smaller size in a 6m range.

Drops

Ectoplasm