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Ghost | Spirits

Lifespan: Eternal; unless they have found peace, completed their unfinished business that they had. Unless they have fallen into that temptation and tainted their soul becoming a possessive spirit.

There are many thoughts around ghosts and spirits and have been since anyone can remember. Though usually they are a bit mild tempered compared to their counterparts of the possessive spirits. They usually make up more of the population of those souls that have left the living abruptly and find themselves not finished with something. Thus, we find they are stuck on earth to wander around. Haunting around, searching for anyone and everyone that could see or converse with them. Which usually ended up being a few humans that have that third eye, witches, necromancers, and the very beings that have always been told as things that go bump in the night. They walk a very fine line between harmless and the want to continue living that can taint their soul into being a possessive spirit.

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Race Appearance:

Ghost/ spirits all have varying looks. Though all are humanoid its almost as if the spirit of the once living human has clung to something on earth. People speak of unfinished business and perhaps that is what it is. Perhaps it's the pain and suffering of their death. With this said, they can look gruesome or even pristine in appearance (as they looked when living). Some have legs while others are wrath like choosing to float not showing their legs.

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Basic Abilities

Intangibility

As they lack a physical body of their own, a Ghost/Spirit is capable of moving through most solid objects at will, provided they are not already warded against spiritual beings or have an imprint on the spirit word.

Never Needy

Because they're spirits, they don't actually need much to stay on the mortal plane so long as the thing that ties them down remains in place. They can consume food or drink if it is left in offering, but they can exist indefinitely without sustenance.

Protection from the Physical

Despite inhabiting a body and being able to feel through that body, a lot of their senses are dulled so they must do more to experience the pleasures but they also must be harmed more than a mortal to be affected. Their body will take standard damage despite the spirit not being affected.

Supernatural Senses

Because ghosts/ spirits are often supernatural themselves, they have a tendency to be able to sense when other supernatural beings are nearby. Their senses don't specify what kind of supernatural and it tends to be very dull so the entity must be within a few feet of them to be sensed.

Touch of the Grave

While a Ghost/Spirit cannot normally affect the mortal plane, they can muster up their energies to physically affect a being, touching them on a spiritual level and pulling some of their strength from them. This often weakens the being and leaves them feeling shaken and chilled.

Psychokinesis

When agitated enough or with enough focus on the part of the Ghost/Spirit, they are able to manipulate the world outside of their spiritual self. This manifests in the ability to move things around them without the need to touch them. It generally is only minor things like opening doors or moving plates and the like, but can be greater at the cost of greatly weakening the Ghost/Spirit.

General Abilities

General Weaknesses

Roots and Bells

Being beings that generally have no physical substance, Ghosts/Spirits are basically immune to most physical damage that someone may wish to deal them. There are ways to circumvent this protection, certain implements can drain the power of the Ghost/Spirit and weaken it till it withers into nothingness. The most notable things are Roots from plants and Silver Bells; Roots are so suffused with life that they tend to pull at the errant strands of a spirit, draining them and Silver Bells disrupt a spirits form when rung.

Banishment

As a Ghost/Spirit lacks a physical tie to the mortal plane (i.e. a body), they are susceptible to a banishment spell or ritual, rarely able to resist the effects of it for long. If a banishment is successful, the Ghost/Spirit is ejected out into the plane of spirits once more, though they are much closer to the world of the living and can be brought back with the right circumstances.

Talismans and Wards

Enchanted items and wards against spiritual beings act as a physical wall and block towards Ghosts/Spirits; preventing them from entering certain areas. If the Ghost/Spirit is already within the confines of an area while the protection is cast, they are forcibly ejected from that area and their spirit self is damaged to some degree.

Racial Tidbits

Food

A Ghost/Spirit does not generally need to eat anything, thus they do not require any food or drink. Many that were previously alive tend to have preferred food items that they will consume if they are offered, but they only truly gain enjoyment from this.

Untouchable

As a Ghost/Spirit lacks a physical body, they will rarely be touched by another being, thus it is largely a life of solitude unless they can find another Ghost/Spirit or one that can affect them.

Reasons of Being

​All Ghost/Spirits require a reason to be lingering on the mortal plane for so long, be it unfinished business or something similar; should whatever is tying the Ghost/Spirit be destroyed or complete, they will be forced back to the plane of spirits or a suitable afterlife unless tied down in another way.

Race Limitations

Extra Abilities

Pick Five Abilities

Audible Inundation

Ghosts/spirits can overwhelm minds with voices. This can last for a short period, no longer then the interaction between the players unless discussed otherwise between players. 

Fear

Presses the might of the being outward causing dread and fear. It can be risky as it tends to trigger the flight or fight instincts. Most all humans will bolt but supernaturals might react less predictably. Excellent to clear a room in a hurry though.

Mental Sedation

Ghosts/spirits can temporarily put players to sleep, lasting no longer than one rp day or a time established between players.

Animation

Ability to bring inanimate objects to life.

Invisibility

The ability to render the user unseen to the naked eye and/or other forms of perception.

Projection

Ghosts/spirits with this ability can project a desire into reality, meaning they can project a temporary feeling on another, with consent from the player or a dice roll. They can also project temporary illusion that cannot interact with the physical object or hurt people.

Prophetea

Historically, those with Prophetea were considered an oracle. Those with Prophetea can use any method they wish to divine the future. These are the individuals who are most likely to receive visions, or warnings,  of present or future events.

NOTE: When doing readings for other players, CONSENT is paramount. 

The ONE exception to this rule is when those with this ability receive Storyteller visions regarding another player.

 

- All players with the Prophetea ability will receive visions from the storytellers at random times.

- In the case of Sim-wide plots, those with Prophetea may, upon receiving Storyteller visions, submit tickets for additional information in the form of visions.

- All those with Prophetea may request visions for individuals they are doing readings for from storytellers.  

- All those with Prophetea should discuss the potentials of their reading with their partner– ask permission, and get details the player is comfortable with sharing in a scene. If you are struggling, seek out a Storyteller.

Ectoplasm

This ability gives characters the ability to produce ectoplasm, which can interact with the physical world. The Ectoplasm is nauseous and can cause slight sickness and headaches, even decaying objects.

Cold Spots

Ghosts/spirits can create cold spots which create unnatural fear in anyone that passes through it.

Electro Interference

Ghosts/spirits can interfere slightly with technology, meaning they can disrupt most pieces of technology for a temporary time(Decided between players or based on a dice roll for the time).

Suggest an Ability

Insert a suggested ability to be reviewed.

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