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[Playable CA Race + Event Creature] Phantoms & Apparitions

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PHANTOMS

 

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“Peering down to her loyal hound, the girl wondered; where did everybody go?”

 

Background

When the cold creeps in and death’s rattle escapes, the first place a passing soul finds itself is the Elysian Wastes, not a plane but a bridge between the mortal realm and the Soul Stream, where they are immaterial and watch as helpless bystanders to reality. Those too stubborn to relinquish their life may linger here, and are known as stagnant spirits, forced to scream at the deaf and be trampled by the living so long as they refuse to pass. Those who release their hold to life drift into the Soul Stream and filter through Ebrietaes, the colossal plane of death lying beneath the worlds, and funnel into the golden Relative Center.  There they are sent to their appropriate fate, be it the Seven Skies, a deity’s realm such as Val’Garis or the Fae Realm, or another resting place. However, not all make it into the Relative Center, for a judgement pervades the land of the dead and by decree of the Caretaker Aeriel, are the wicked, black, and corrupted souls exiled from eternal rest. Here upon Ebrietaes are those consumed by darkness or marked by it, languishing in the weary dreamscape of churning sorrow and biting, screaming trauma. These deadmen wail and thrash in a boundless ocean of turbulent despair and blindly battle one another in heaping swarms, doomed to suffer eternally in death. Above them stomp and sweep greater, more terrifying beings, the pinnacle of ravened death; titans, galvanized and heinous Apparitions. 

 

Some souls do not pass so easily, be it from a violently traumatic demise, woesome and tragic circumstances, or sheer resolute willpower these souls of the dead may rise again not long after they perish, as Revenants, the newborn of ghost-kind. Once they realize they are dead, the risen Revenant may find peace with their lost life and foster benevolence as a white ghost, become unhinged before the jaws of death and bleed with harrowing anguish as a black ghost, or return to their passion or obsession as a graven. 

 

Even the most ancient of secret-hoarding liches and the Rivel castaways of the first synod themselves do not know why mortals have such potential. Scant tomes speculate it is the design of the Creator, a flaw or unintended product of soul fundamentals, or perhaps a universal curse. Whatever the reason, Phantoms have always permeated history and linger still...

 

Physical State of Phantoms

Phantoms, be they fresh Revenants or more advanced forms, are composed of the metaphysical substance known as ectoplasm. This strange material is what hosts their souls in an ethereal body as well as gives them their signature trait. It is a peculiar, fickle energy which may manifest visually as anything from a gooey liquid, dense gas, or even intangible flame, and ranges in a number of hues. It is heavily influenced by the mind that resides within, and those governing it may manipulate it by sheer force of will.

 

Ectoplasm is not of this world, and thus rarely interacts with mundane materials without some active effort on behalf of the wielder. Mundane items, weapons and the like will simply pass through ectoplasm in its base state, and it may even be rendered invisible to the average mortal eye. 

 

As they lack true biology, composed entirely of this ephemeral substance, all Phantoms are bereft of any mortal needs such as requirement for sleep or sustenance. They do not bleed, and any non-fatal injury caused to them will be largely inconsequential in the long term.

 

The way that Phantoms experience and react to pain varies depending on the variety, expanded on in their respective sections. The speed at which they will regenerate from non-fatal injury also varies, and is covered in the same location.

 

Spoiler

- Phantoms are composed of ectoplasm, an often intangible substance which makes up the ghost’s form. This allows them to fade in and out of a physical form and sight, which is listed in the abilities section for all non-Graven Phantoms. 

- Ectoplasm is a very malleable substance, its appearance and nature largely determined by the mind that controls it.

- Phantoms do not need to eat, drink or sleep.

 

Mental State of Phantoms

The nature of their existence is a great burden, and Phantoms typically suffer from severe mental illness as a result. All Phantoms are depressed and asocial at heart no matter their other qualities, for their core experience is a distinct and all-encompassing distance from the world in which they once belonged, and are now so thoroughly estranged from.

 

The mental maladies that plague these undead vary wildly from spirit to spirit and type to type, with some varieties of Phantom prone to more severe states of psychological illness and some lesser. Whilst depression and a certain adversity to socializing permeate all sorts, beyond these basic traits they may suffer from a wide variety of other disorders. Most Phantoms tend to be prone to only one particular illness, but some may experience several at a time, particularly in the case of Poltergeists.

 

Spoiler

- Phantoms, due to the trauma they have suffered from their undeath, possess a wide variety of mental disorders, an example of those being, but not limited to; social or general anxiety, mood disorders such as bipolar, depression, schizophrenia, addiction, psychopathy, sociopathy, OCD, or PTSD.

- These disorders tend to align with the type of Phantom they are; psychopathy and any other violent or outwardly dangerous illnesses largely only appearing in Poltergeists, whereas Specters would be prone to schizophrenic or post traumatic disorders, and Gravens skewed more towards obsessive or addictive tendencies.

- The various types of Phantom suffer these effects to different extents, but all experience them in some capacity. Poltergeists being most severe, with Graven second and Specters last. Revenants vary wildly, and tend to manifest illnesses that will lead them towards one of those paths.

 

Weaknesses of Phantoms

A great deterrent to Phantoms is the sun itself; direct sunlight is an uncomfortable heat to most Phantoms, which builds into a burning ache the longer they stay in it. While not lethal, it often persuades them to cling to shade and the night. As the realm is not overrun by Phantoms from everyday deaths, they are kept in line by various elements such as a similarly ill-understood property of a common metal. 

 

Aurum also has a unique and very useful property in that it can conduct ethereal energies such as lifeforce, a component of ectoplasm. Aurum weaponry can shear through a ghost’s ectoplasmic form as though it were physical and is a vital tool for the common man to ward off these intangible creatures. Additionally, aurum shavings and powder can be used to form lines across the ground which ghosts cannot cross as though they were a physical barrier. 

 

In a similar manner Void magics and objects enchanted by them may interact with Phantoms as though they were physical as another component of ectoplasm is mana. Should a ghost be cut down by aurum or smote by Voidal magic they demanifest, very akin to dying. 

 

In the event that a Phantom manifests, they are temporarily banished from the realm, unable to assume a form within the mortal plane for a short while, wherein their drifting soul settles back down somewhere within the material realm and slowly rejuvenates its store of ectoplasm. However, ghosts may only demanifest a set number of times before their spirits are severely destabilized; the soul cast entirely into the Elysian Wastes for a period of time to gather itself back into a functional state.

 

Spoiler

- Phantom incorporeality is ignored by several mundane and magical means including aurum, holy magic, Shamanic power, and Voidal Magic. Additionally, lines of pure aurum cannot be crossed by Phantoms as if it were a solid barrier.

- Most Phantoms cannot stay in direct sun for longer than 10 minutes before feeling a great burning sensation, as if they were on fire. They are most comfortable in the dark and cold. Specters are an exception, and will be very uncomfortable in sunlight, but not such that they become overwhelmed. Graven may wear cloaks, clothing and armor to avoid direct contact with substantial amounts of light.

- Ghosts de-manifest (die) when killed, like a normal person, by the aforementioned materials, whether that be cleaved apart by an aurum sword, burned away by fire evocation, smashed with a warded hammer, etc. This results in the ghost becoming unplayable for [1] OOC day.

- Phantoms can demanifest three times before requiring a longer break of [1] OOC week.

-Demanifestation by suicide, a Shaman’s Kor’s Blessing, Paladin Purging, or Mystic Banishment also results in a PK. All of these require OOC consent, otherwise simply resulting in temporary demanifestation in line with a typical ‘death’.

 

Shifting Polarity

Though remarkably rare, it is possible for the two developed varieties of incorporeal Phantom, Poltergeists and Specters, to switch the polarity of their mental state. If a Poltergeist is somehow quelled to a great extreme, it is possible that they may find peace within themselves and with the reality of their demise, and transition into the state of a Specter. Conversely, if a Specter suffers some great trauma in their undeath, and becomes consumed by violent emotion or denial, they may devolve and warp into a twisted Poltergeist.

 

Spoiler

- In order for a Poltergeist or Specter to switch states, a deeply impactful event must take place, such that their minds are forced to realign in a completely opposite emotional direction. This is noted as a comment on their [CA].

- A Poltergeist or Specter may undergo such a shift only twice.

- Graven cannot undergo this transformation, as their nature as corporeal beings is solidified and not as easily changed by a shift in temperament.

 

Overview

Phantoms are ectoplasmic beings which are shells or reflections of who they were in life. There are various types of Phantom, those being Revenants, Poltergeists, Specters, and Graven, each with their own abilities and characteristics which define their subtype. In order to play one, a player must make a Creature Application [CA] for a Phantom. After a minimum of a week of being a Revenant, the player may become a Specter or a Poltergeist depending on how their character reacts to their demise. 

 

If the Revenant accepts their death in a positive manner, they will become a Specter, a being who has moved on from life with grace and elegance. This route will be made as a comment on their [CA]. If the Revenant denies their death or becomes enraged as a result of it, they become a Poltergeist, a being who has become attached to their life and enraged at their death as a result. This route will also be made as a comment on the Phantom’s [CA]. In the case of becoming a Graven, a Revenant must find themselves having an unfinished goal, an obsession which they must feed into until the end of days. This also would be made as a comment on the Phantom’s [CA].

 


 

REVENANTS

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“She awoke in a stupor. What had happened? Why did she feel so cold?”

 

Origin

Revenants are grey spirits, Phantoms who have only just woken from their often violent, premature, unexpected or broadly unfortunate demise, or indeed simply through sheer willpower not to pass on. These ghosts are as yet unattuned to the nature of their existence, their minds shrouded with confusion and marked by the mental maladies inflicted by undeath. An infant stage of development, to be a Revenant is a temporary state, one overcome once they realize or are confronted by what has become of them.

 

Physical Description

Revenants are bound by the shared nature of all Phantoms, incorporeal and malleable, but lack the same fine control over their physicality that more advanced states possess. These somber entities have not yet reached comprehension of their death, and as such reflect this lack of mental clarity in their manifested state; greyscale and unstable, often changing their level of transparency without intention and becoming more or less clear in visual definition at random. They are recognizable as their former selves, but not as readily as Specters.

 

Though they do not yet understand it, their spirit is still marked by the circumstances of their death, displaying a representation of the wounds they suffered to various extents. A Revenant who died through blood loss may display sunken features or tightened ‘skin’, or one who suffered a grievous wound may wear attire that is torn or damaged in the area, stained with color representative of blood. Usually this visual trait is not too gruesome or striking, but lingers nonetheless.

 

The voices of these entities are shallow and distant, lacking in much inflection and at times sounding as if they are speaking from a great distance. As they are yet unfamiliar with their new state of being, Revenants struggle to interact with the material world and are broadly confined to serve as observers to its goings-on.

 

Spoiler

- Revenants appear mostly like they did in life, though grayed, unclear and transparent. Signs of their demise are typically shown, though much more subtly than that of a Poltergeist. Their voices are distant and hollow.

 

Mental Description

Revenants are unattuned to the nature of their existence, lingering in a state of muddled confusion and misery as they struggle to come to grips with the reality that has befallen them. These ghosts are aloof and hesitant, struggling through the motions of unlife as if slogging through a fever dream from which they cannot wake. They are prone to frustration and bouts of sadness or anger as their minds adjust to this change, so muddled are they that many may not even be certain of who they once were, only having rough sensations and hints to go off of.

 

With such seemingly insurmountable struggle comes a pervasive feeling of helplessness and despair, leading them to avoid conflict and seek solitude. They are disconnected from the living, viewing them almost the same way a mortal may view the Revenant, strange and disconnected from their reality and experience.

 

As with all Phantoms, Revenants suffer from a large array of mental illnesses caused by the mentally corrosive influence of death itself. With little else of their own personality or nature clear, these beings tend to be largely consumed by whatever affliction they have developed, acting largely as it dictates until they reach a point of self-realization.

 

A common compulsion of these fledgling spirits is the need to discover the knowledge that they have lost, to learn about who they once were and what became of them. It is this compulsion, this desire for clarity, that in time allows a Revenant to move past this muddled state and into a more clearly defined one as a more advanced Phantom. How they will develop depends on their reaction to the knowledge eventually gain, but once the nature of their own demise and incorporeal nature sets in it cannot be ignored.

 

Revenants have only begun their journey in unlife, and as such have a long path ahead of them in order to pass from their state of limbo and into the Soulstream.

 

Spoiler

- Revenants are stuck in a limbo state, unsure of their existence or as to why they are in such a state. They are rather confused, and can easily break out into anger or sadness. 

- Revenants will typically seek to perform tasks they once did in life, thinking as if everything was normal for a brief amount of time, before coming to the realization that they are indeed dead. 

 

Pain Response and Regeneration

Revenants are the most vulnerable of all Phantoms, as their ectoplasmic bodies and minds alike are yet to stabilize. Though lacking the capability to turn themselves temporarily physical in the manner Specters and Poltergeists may, and thus being immune in all cases to damage by mundane weapons, Revenants will generally react severely to damage by aurum or voidal magic. 

 

Not only does it fend them off as it does their more advanced counterparts, but it is likely to completely destabilize their fragile minds for a short time, inducing a severe episode of their token mental illness, or sheer panic. Some Revenants may be more stable than others, but their reactions to pain can be equated somewhat to that of a child, having very low tolerance.

 

By way of regeneration from non-fatal wounds, Revenants take slightly longer than Specters and Poltergeists, but less time than the physically manifest Graven.

 

Spoiler

- Revenants have a low pain tolerance, and tend to be thrown into fits and mental breakdowns when exposed to such sensations.

- Revenants require [2] OOC days to regenerate from non-fatal injuries such as loss of limb, etc.

 

Abilities

While in their fledgling state, a Revenant possesses only a small number of abilities which they may use at their disposal. The learning of these abilities takes time and effort, something that the Revenant will develop as they come closer and closer to the full realization of their situation.

 

Phantasmal

As incorporeal undead, a Revenant possesses a myriad of qualities linked to their state of being, whether that be their intangible nature, or their lack of respiratory system, their traits are a clear distinction between them and the living. 

 

Spoiler

- Ghosts are incorporeal meaning they are as physical as light or fire; by default they cannot affect the world and the world cannot affect them however they are still bound to some of its laws, enabling levitation. Mundane weapons pass through them and they are able to phase through people and most objects. 

- Ghosts do not age and do not need to (nor can they) eat, drink, breathe, or sleep. Because of their ethereal body they may be majorly or somewhat translucent, and possessed of a slight glow around their bodies.

- Phantasmal is a passive ability.

- Ghosts cannot move in ways a MC player cannot, meaning they cannot move through walls, gate or prison bars, windows, etc or fly from one point to another. They can move through characters but to no effect.

- Ghosts cannot float higher than [1] foot off the ground, they cannot fly, and they fall if something is not [1] foot beneath them.

 

Fade 

Revenants may progressively fade out of the mortal realm and hide within the Elysian Wastes, becoming invisible to mortal eyes for a short period of time.

 

Spoiler

- Fade requires [3] emotes to progressively vanish and can then be maintained for so long as they wish, able to move [5] blocks per emote. While invisible their negative aura can be slightly compressed to a three meter radius as opposed to five. Taking damage forcibly ends the ability.

- Fade is an activated ability.

- Should a Revenant attempt to sneak up on someone while faded, the mortal will notice their breath turn to mist, a chill lingering in the air.

- If the Poltergeist takes damage while in the act of casting the ability or while invisible they are rendered visible and must restart.

- Cannot become corporeal while faded.

- True Sight enables one to see faded Phantoms.

 

Weak Grasp 

Revenants have a feeble ability to interact with the world, allowing them to form a rather weak, ethereal hold upon some objects. 

 

Spoiler

- Revenants must focus intently to touch or act upon something and even then do so to little effect. They will struggle to open doors, characterized by a knob twisting sluggishly or erratically and slipping repeatedly, extinguish small lights like lamps or candles, and cannot act upon anything more than light objects if only for a short time.

- Revenants can open doors (slowly), act on (push, pull, lift, etc) objects weighing 3 pounds or less, and extinguish candles or lamps and nothing else.

- Revenants cannot carry objects longer than [5] seconds before it falls through them.

 

General Red Lines

- Revenants cannot be any color other than light shades of grey.

- Revenants cannot become other creatures unless stated otherwise.

- Revenants cannot learn, use, or teach magic, alchemy, etc.

- Revenants do not remember their death upon waking up, merely remembering anything leading up to it directly as a dream. Upon finding out they have died, assuming they do, they will change to a different subtype of Phantom.

- This phase lasts for one OOC week.

 


 

POLTERGEISTS

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“Her beautiful white dress… Ruined! How could this be? It had to be a nightmare, and so… It was.”

 

Origin

Poltergeists are black spirits who have come to deny and reject the nature of their demise, and become absorbed by the trauma of it. They are unhinged and feral, driven into the deepest depths of mental illness and unrest by the unbearable stress of death. Unable to be at peace with their new state, the mind itself wars with reality, and makes them deeply unstable and miserable beyond imagination. Though not necessarily evil, Poltergeists are a dangerous and violent variety of Phantom. 

 

Physical Description

Sharing the traits of incorporeality and often subtly shifting appearance held by Revenants, Poltergeists are rendered in a far more gruesome fashion than their newborn predecessors. Having become tormented and bitter upon the realization and subsequent denial of their death, Poltergeists take on an appearance reflective of this intense negative emotion; tinged most often in shades of red or black, and marked vividly by the cause of their demise. 

 

Where a Revenant may display hints to the nature of their end, Poltergeists adopt it as a visceral core feature of their appearance. A Poltergeist who died by drowning may appear bloated and swollen, half-rotten, and one killed in combat may still hold gruesome wounds that gape and weep an ectoplasmic effigy of blood. In many cases these spirits have become so feral that they take on almost animalistic traits; claw-like fingers, withdrawn lips and sharpened teeth, predatory eyes. Their voices tend to be characterized by grating hisses, growls, wails, rasps and any other manner of broadly unpleasant or unsettling tone. 

 

Each of these Phantoms is unique in the representation of their woe, but all make plain to the world the horror of their existence. Unlike Revenants, Poltergeists have become attuned enough, albeit begrudgingly, to their spectral state to have greater physical influence on the world; becoming an active and rather unpleasant participant, rather than a passive observer.

 

Spoiler

- Poltergeists are almost entirely unrecognizable as the people they once were, warped and twisted by the denial that defines them until they are little but fearsome effigies. Colored in black or shades of red, their voices are frightful and unpleasant, ranging from shrieks to growls or ominous whispers. They bear the cause of their death as a visceral, ever-present detail of their form.

 

Mental Description

The mind of a Poltergeist is one truly lost to the turbulence of undeath. Their psyche is ravaged by whatever disorder began to manifest in their first stage of unlife, and now demonstrate it to a great extreme. What empathy they once held for the living and their fellow spirits has been worn away, leaving almost nothing but a volatile reactivity drawn from their emotional turmoil. These spirits have chosen to reject their nature, and have done so with a violent and unhinged fervor; they know what they are, and the knowledge torments them. It is a terrible reality that they live, but cannot truly accept. This denial is what characterizes a black spirit.

 

Though some features and characteristics of the individuals they once were may remain, far buried memories and distant, fleeting sensations, they are merely shadows of their former selves. Some traits can make it through the noise; core aspects of personality that are inseparable from the spirit, but little else endures. This could be anything from maintaining some empathy for specific individuals or groups, to affinities for particular locations, or deeply seeded emotional reactions to particular situations.

 

Not necessarily malevolent by nature, Poltergeists can often best be equated to predatory animals; acting on instinct and emotion, quick to violence and at times opportunistic, and hostile when perceiving a challenge to their dominance. There are, of course, some Poltergeists that are outright cruel in nature, but it is not a necessity.

 

It takes a great deal to inspire these troubled souls to move on to the Soulstream, as in order for their spirits to find rest they must move beyond the denial they exist in, and find peace in what they have become. While possible, it is extremely difficult for them to break through the chaotic fog that shrouds their minds and find such peace.

 

Spoiler

- A Poltergeist’s mind is in constant fluctuation, from feelings of sadness to sudden rage, able to be made furious and demonic within seconds. While not particularly evil, they possess violent tendencies, as well as hate for most everything around them.

- Poltergeists do not feel happiness, joy, excitement, or any other positive emotion except in extreme circumstances. Instead, their emotions are rather limited to that of negative influence, such as sadness, wrath, jealousy, etc. 

 

Pain Response and Regeneration

Poltergeists have the least pronounced response to pain out of all Phantom types, as they exist in such a state of chaos that the introduction of yet more sensation is somewhat a proverbial drop in the bucket. This is not to say that they are immune to pain or cannot be fended off by threat of injury, but it is less likely to cause them to flee or reliably withdraw than other Phantom types.

 

Mundane injury inflicted when they are using Controlled Corporeality will do little to deter them in the midst of an attack, by and large more likely to infuriate them further and lead to more relentless assault, unless a very severe wound is dealt. The application of aurum or voidal magic will inflict a much more reliable result, still tending to create anger rather than fear, but providing a harsh enough sensation that they are unlikely to willingly risk exposure to it.

 

Poltergeists, along with Specters, require the least time to regenerate from non-fatal injuries.

 

Spoiler

- Poltergeists tend to respond violently to pain, prone to anger and hostility rather than fear. As such they may continue an attack beyond the point at which other Phantom types may flee or withdraw.

- Poltergeists require [1] OOC day to regenerate from non-fatal injuries such as loss of limb, etc.

 

Abilities

While Revenants struggled to control the realm around them, a Poltergeist’s immense rage and negativity boosts their manipulation over the physical realm, fueling their powers with hate and disdain for all. This is what makes Poltergeists so much more dangerous, as they typically use their powers in almost animalistic and emotion-driven ways.  

 

Phantasmal

As incorporeal undead, a Poltergeist possesses a myriad of qualities linked to their state of being, whether that be their intangible nature, or their lack of respiratory system, their traits are a clear distinction between them and the living. 

 

Spoiler

- Ghosts are incorporeal meaning they are as physical as light or fire; by default they cannot affect the world and the world cannot affect them however they are still bound to some of its laws, enabling levitation. Mundane weapons pass through them and they are able to phase through people and most objects. 

- Ghosts do not age and do not need to (nor can they) eat, drink, breathe, or sleep. Because of their ethereal body they may be majorly or somewhat translucent, and possessed of a slight glow around their bodies.

- Phantasmal is a passive ability.

- Ghosts cannot move in ways a MC player cannot, meaning they cannot move through walls, gate or prison bars, windows, etc or fly from one point to another. They can move through characters but to no effect.

- Ghosts cannot float higher than [1] foot off the ground, they cannot fly, and they fall if something is not [1] foot beneath them.

 

Controlled Incorporeality 

By pulling their forms closer towards the mortal realm than the Elysian Wastes, a Poltergeist can effectively manifest a physical presence which they may use to interact better with the world around them.

 

Spoiler

- A Poltergeist can briefly grant themselves a physical state, which they may use to physically interact better with mortals and objects. They may often use this to scratch surfaces, attack descendants, and other frightful acts. Takes [2] emotes to shift from incorporeal state to corporeal, as well as [2] emotes to shift back to their incorporeal state. 

- If a Poltergeist is damaged by aurum, magic, or shamanic/holy objects while fading back to their incorporeal state, they will have to restart the process.

- Once made corporeal, Poltergeists are susceptible to mundane weapons, however will experience less pain from these than more acute weaknesses.

- Cannot become or stay corporeal in light, it will automatically force them back into incorporeality within the space of [2] emotes.

- The Poltergeist’s strength in this state is equivalent to that of their mortal selves. 

 

Fade 

Poltergeists may progressively fade out of the mortal realm and hide within the Elysian Wastes, becoming invisible to mortal eyes for a short period of time.

 

Spoiler

- Fade requires [3] emotes to progressively vanish and can then be maintained for so long as they wish, able to move [5] blocks per emote. While invisible their negative aura can be slightly compressed to a three meter radius as opposed to five. Taking damage forcibly ends the ability.

- Fade is an activated ability.

- Should a Poltergeist attempt to sneak up on someone while faded, the mortal will notice their breath turn to mist, a chill lingering in the air.

- If the Poltergeist takes damage while in the act of casting the ability or while invisible they are rendered visible and must restart.

- Cannot become corporeal while faded.

- True Sight enables one to see faded Phantoms

 

Shift Form

By manipulating their own ectoplasm, a Poltergeist can change their own form into that of a predatory or scavenging animal, or a more monstrous representation of themselves.

 

Spoiler

- A Poltergeist can manipulate their forms to appear ghastly and deformed, much more so than their original appearance. This is often instinctively activated when the Poltergeist feels an emotion such as rage, agony, or hate. They may also take a suitable animal shape when in a more ‘level’ state of mind, though this transformation is interrupted when they become unusually distressed. 

- Takes [2] emotes to change appearance, which will last as long as the Poltergeist wishes to express their negative emotions, or maintains their default state of emotional turmoil. Takes [1] emotes to transform back.

- Shift Form is an activated ability.

- Shape does not affect strength, speed, or any other effect when corporeal. 

- Shapes cannot exceed the size of an orc or small bear, or be smaller than a crow.

- Should the animal type involve some form of flight, it cannot fly higher than [2] meters IRP, and this offers no mechanical advantage. 

 

Phantom Grasp 

By channeling their ectoplasm around a mundane object, or multiple, a Poltergeist can manipulate said objects via minor telekinetic abilities.

 

Spoiler

- A Poltergeist can manipulate objects with minor telekinetic ability, typically to strike fear within descendant onlookers. The Poltergeist can manipulate up to three objects, their combined weight not exceeding [15]kg. 

- Requires [3] emotes to grasp an object, and [1] additional emote for every other object grasped. 

- Phantom Grasp is an activated ability.

- The more objects a Poltergeist manipulates, the less precise their manipulation is. Even when only manipulating one object, their precision is rather lacking. 

- Requires line of sight from the objects manipulated.

- Cannot manipulate living beings nor liquid matter. 

 

Instill Unease

Poltergeists create a passive aura of negative emotion around them which can be felt by descendants nearby.

 

Spoiler

- A Poltergeist possesses a passive aura which reflects the current negative emotions that they are feeling, within descendants nearby. The aura exists within a [5] block radius around the Poltergeist, or can linger wherever the Poltergeist frequents most. 

- This is a passive ability that follows the Poltergeist. 

- This aura cannot disable or severely impair those affected by it. For example, fear may deter opponents, though not paralyze them or prevent them from approaching.

 

Possess 

By shifting their ectoplasm into a foreign corpse or mind, a Poltergeist can effectively manipulate it with ill-intent, allowing a variety of effects and actions to be performed.

 

Spoiler

- A Poltergeist can possess a mind, corpse, or other mundane object in order to manipulate it to a degree. Should a Poltergeist choose to possess a mind, they can create maddened whispers and influence dreams of the mind in question. Should a Poltergeist choose to possess a corpse, they can manipulate it crudely. Takes [3] emotes to infiltrate a mind or deceased body. 

- Cannot influence body movement of a living descendent without OOC consent. 

- Manipulating a dead corpse, descendant or otherwise, will be very crude; stumbling, walking slowly, groans, and other obvious signs hint to corpse possession. The corpse will also be deteriorating as it is possessed.

- Possessed corpses are not useful for combat. Contact of aurum or other Phantom weaknesses will expel the Poltergeist from the corpse.

- If a possessed item/corpse is destroyed while the poltergeist is possessing it, the phantom will be forced to emerge. 

- While inside a living descendant's mind/body, the Poltergeist is more resistant to aurum, though holy magic and venerable objects will still deter it. 

 

Haunt

By choosing a specific location, a Poltergeist can surrender their ability to leave it but greatly increase their influence within, allowing a limited amount of omnipresence.

 

Spoiler

- After selecting a shaded area, usually a building, no larger than a [25] meter radius, a Poltergeist may disperse their presence over the course of [1] OOC day, and become bound there once the process is complete. They are temporarily unable to depart it, but gain a significant increase to their influence within. 

- Poltergeists may use Phantom Grasp on living beings within their Haunt.

- This area becomes consumed by the Poltergeist’s aura, giving it a unique but always very unnerving feeling, and mortals inside this haunted zone can be afflicted with mental symptoms equivalent to those inflicted by possession. As well, the Poltergeist becomes able to utilize a buffed version of their telekinesis anywhere within the area. This can range from rattling furniture and slamming open doors, to dragging mortals elsewhere in the Revenanted zone.

- Poltergeists can give up on a Haunt by ceasing their influence in the area and taking [1] OOC day to recondense into their regular form, and depart.

- Poltergeists cannot kill those entering a haunted area indirectly, but can maim, capture and torment. Injuries can be severe but non-fatal.

- In order to kill in their haunted location, a Poltergeist must properly manifest and use their controlled corporeality for a direct attack, allowing the one being accosted to defend themselves. If a Poltergeist is slain in this state, it takes [3] OOC days for them to reform, and the haunt ceases.

- Though able to snuff out light sources such as candles, any larger source of light like a torch will banish the Poltergeist’s presence from the area it illuminates.

- On the initial institution of a new haunt all lights in the area will be extinguished, but progressively adding or igniting large sources of light to the entire area is one way to banish the Poltergeist. 

- Thorough application of holy magic can also make the location inhospitable to the Poltergeist.

- A haunt cannot be maintained for more than [1] OOC week, and must be chosen [1] OOC day before the effects can take place. Requires primary region owner or property owner consent.

- A haunt cannot be created in a place exposed to large amounts of sunlight. Must be indoors or under dense foliage.

 

General Red Lines

- Poltergeists cannot be any color other than black or shades of red.

- Poltergeists cannot become other creatures unless stated otherwise.

- Poltergeists cannot learn, use, or teach magic, alchemy, etc.

 


 

SPECTERS

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“As she wept, her tears wiped clear his mind. In realization, he suffered, yet… For her, he would be strong.” 

 

Origin

Specters are white spirits, ghosts who have come to acknowledge and accept their demise and the trauma surrounding it. They embrace the circumstances of their life and its end, and have come to foster a certain benevolence in light of this inner peace, though the trials of undeath and their passing still weigh upon them.

 

Physical Description

Specters share the same basic visual nature and immaterial of other Phantoms, but have come to accept the nature of their demise and in some ways moved past the trauma of it. This semblance of peace is reflected in their appearance, generally colored in shades of white, yellow or green, and bearing no mark to denote their cause of death.

 

Specters are manifest as an ethereal reflection of the person they once were. Though this effigy of their mortal self is not perfect, and may have traits that could be considered unsettling by some; eyes without pupils or irises, skin that appears porcelain and without flaw, they are far less intimidating than their dark counterparts, and more well-defined than the fledgling Revenants.

 

The voice of a Specter is a soft and melodic hum, calm and at times absent-minded in tone, but generally pleasing to the ear; often possessed of an echoing quality. As with Poltergeists, Specters are better attuned to their nature and afforded a greater level of physical interaction with the world than Revenants.

 

Unlike other Phantoms, Specters are capable of tolerating the presence of direct sunlight. It will inflict considerable discomfort, but will not outright harm them for lingering in its presence.

 

Spoiler

- Specters appear much like they did in life, but given an ethereal and otherworldly quality, strangely beautiful and without flaw. They are colored in white, yellow or blue, and speak in voices that are melodic and pleasant to the ear, often echoing. Their cause of death is not represented physically.

- Unlike other ghosts, Specters find sunlight uncomfortable but not intolerable.

 

Mental Description

Specters have come to terms with the nature of their death and their rebirth as a ghost. Though still prone to depression and sorrow, they are not nearly as unstable as Poltergeists, confused as Revenants, or obsessive as Graven. These gentle spirits tend towards a benevolent and kind demeanor, often behaving selflessly and for the benefit of others, or at worst airing on the side of playful mischief. It is this characteristic of acceptance that makes them what they are.

 

This variety of Phantom can be shy and elusive, at times wary of mortals and their reactions to the undead, though some may be less timid than others. A Specter is not prone to fighting, and will avoid conflict wherever possible, unless acting in their better nature to assist a fellow ghost or even a mortal. All in all, Specters most closely resemble the personality of their previous selves, but are not a perfect representation. Though memories may be more tangible and their overall personality better preserved, they are distant and with time may move beyond their previous life; becoming distant and even forgetting large portions.  The oldest Specters may even become detached from reality itself, left as odd, pleasant but schizophrenic beings.

 

Due to their more balanced emotional state and the peace they have found in undeath, Specters rarely linger in the mortal realm for as long as other ghost types, usually coming to a point where they are content to pass on into the Soulstream not too long after they are realized as white spirits. Some, however, do linger longer if they feel they can still provide something of value to the world they once knew, or simply because they lack the desire to move on.

 

Spoiler

- A Specter’s mind is stable and clear, and though they may be sorrowful, this negativity does not define them. They are free to experience a full range of emotions, but tend to be detached from anger, wrath, jealousy and other potentially violent sensations except in extreme cases.

- Specters over time may become increasingly detached from their mortal lives, forgetting large portions of who they were and becoming distant and estranged at times from reality itself. 

- Specters tend to avoid conflict wherever possible, unless amply motivated to engage in it.

 

Pain Response and Regeneration

Specters respond to pain in a very mortal manner, lacking the violent and wrathful tendencies of a Poltergeist or the mental instability of a Revenant. The amount of tolerance they have broadly depends on the amount of motivation they have to remain in a threatening situation.

 

Mundane injuries inflicted whilst using Controlled Corporeality will be of less pressing nature to a Specter, shrugged off easily enough but still preferably avoided. Being non-combative by nature however, means that unless they have a good reason to endure such treatment, they are likely to disengage. This goes double for the use of aurum or voidal magic, which inflicts tremendous suffering that could easily inspire even a resolute Specter to retreat. A Specter is about as likely to remain somewhere with risk of being damaged as such as a person is to remain somewhere at risk of being maimed; if it is in their nature to face such danger, they may, but others may not.

 

Specters, like Poltergeists, require a short period of time to regenerate from non-fatal injury.

 

Spoiler

- Specters respond to pain in the most mortal manner of all Phantoms, generally entirely dependant on the individual Specter’s level of motivation to do so, and their inherent mental fortitude against pain,

- Specters require [1] OOC day to regenerate from non-fatal injuries such as loss of limb, etc.

 

Abilities

Holding similar abilities to Poltergeists, Specters often use their powers for benevolent purposes, or for their own protection. Their powers over the physical realm, while not as great as a Poltergeist’s, are still much more refined than that of a Revenant. Their inner peace also permits them to be more clarified in combat as well.

 

Phantasmal

As incorporeal undead, a Specter possesses a myriad of qualities linked to their state of being, whether that be their intangible nature, or their lack of respiratory system, their traits are a clear distinction between them and the living. 

 

Spoiler

- Ghosts are incorporeal meaning they are as physical as light or fire; by default they cannot affect the world and the world cannot affect them however they are still bound to some of its laws, enabling levitation. Mundane weapons pass through them and they are able to phase through people and most objects. 

- Ghosts do not age and do not need to (nor can they) eat, drink, breathe, or sleep. Because of their ethereal body they may be majorly or somewhat translucent, and possessed of a slight glow around their bodies.

- Phantasmal is a passive ability.

- Ghosts cannot move in ways a MC player cannot, meaning they cannot move through walls, gate or prison bars, windows, etc or fly from one point to another. They can move through characters but to no effect.

- Ghosts cannot float higher than [1] foot off the ground, they cannot fly, and they fall if something is not [1] foot beneath them.

 

Controlled Incorporeality 

By pulling their forms closer towards the mortal realm than the Elysian Wastes, a Specter can effectively manifest a physical presence which they may use to interact better with the world around them. Unlike Poltergeists, Specters may utilize this ability while exposed to light, but are weaker overall.

 

Spoiler

- A Specter can briefly grant themselves a physical state, which they may use to physically interact better with mortals and objects. Takes [2] emotes to shift from incorporeal state to corporeal, as well as [2] emotes to shift back to their incorporeal state. 

- If a Specter is damaged by aurum, magic, or shamanic/holy objects while fading back to their incorporeal state, they will have to restart the process.

- Once made corporeal, Specters are susceptible to mundane weapons, however will experience less pain from these than more acute weaknesses.

- The Specter’s strength in this state is equivalent to half that of their mortal selves. 

 

Fade 

Poltergeists may progressively fade out of the mortal realm and hide within the Elysian Wastes, becoming invisible to mortal eyes for a short period of time.

 

Spoiler

- Fade requires [3] emotes to progressively vanish and can then be maintained for so long as they wish, able to move [5] blocks per emote. While invisible their negative aura can be slightly compressed to a three meter radius as opposed to five. Taking damage forcibly ends the ability.

- Fade is an activated ability.

- Should a Spectre attempt to sneak up on someone while faded, the mortal will notice their breath turn to mist, a chill lingering in the air.

- If the Specter takes damage while in the act of casting the ability or while invisible they are rendered visible and must restart.

- Cannot become corporeal while faded.

- True Sight enables one to see faded Phantoms.

 

Shift Form 

By manipulating their own ectoplasm, a Specter can change their own form into that of an animal, usually a herbivore or otherwise docile or tame variety.

 

Spoiler

- A Specter can manipulate their forms to appear like that of an animal. This manifestation is noticeably blue and intangible just like the Specter. Takes [2] emotes to change appearance, which will last as long as the Specter wishes to maintain it. Takes [1] emotes to transform back.

- Shape does not affect strength, speed, or any other effect when corporeal. 

- Shapes cannot exceed the size of an orc or small bear, or be smaller than a crow.

- Should the animal type involve some form of flight, it cannot fly higher than [2] meters IRP, and this offers no mechanical advantage.

 

Phantom Grasp 

By channeling their ectoplasm around a mundane object, or multiple, a Specter can manipulate said objects via minor telekinetic abilities.

 

Spoiler

- A Specter can manipulate objects with minor telekinetic ability. The Specter can manipulate up to three objects, their combined weight not exceeding [15]kg. 

- Requires [3] emotes to grasp an object, and [1] additional emote for every other object grasped. 

- Phantom Grasp is an activated ability.

- The more objects a Specter manipulates, the less precise their manipulation is. Even when only manipulating one object, their precision is rather lacking. 

- Requires line of sight from the objects manipulated.

- Cannot manipulate living beings nor liquid matter.  

 

Instill Peace 

Specters create a passive aura of positive emotion around them which can be felt by descendants nearby.

 

Spoiler

- A Specter possesses a passive aura which reflects a range of positive emotions within descendants nearby. The aura exists within a [5] block radius around the Poltergeist, or can linger wherever the Specter frequents most.

- Emotions can range from a sense of calm, joy, safety, warmth or even excitement and enthusiasm.

- This is a passive ability that follows the Specter. 

- This aura has no substantial benefit to those experiencing it. Impact is temporary, and could at most provide a slight morale boost.

 

Sanctuary 

By choosing a specific location, a Specter can surrender their ability to leave it but greatly increase their influence within, allowing a limited amount of omnipresence.

 

Spoiler

- After selecting an area no larger than a [25] meter radius, a Specter may disperse their presence over the course of [1] OOC day, and become bound there once the process is complete. They are temporarily unable to depart it, but gain a significant increase to their influence within. 

- This area becomes consumed by the Specter’s aura, giving it a unique but generally pleasant feeling. As well, the Specter becomes able to utilize a buffed version of their telekinesis anywhere within the area. This can range from rattling furniture and opening doors, to directly defending those taking refuge in its territory.

- Within their zone a Specter can speak privately or aloud to anyone present, through the use of an effect akin to telepathy, or by simple speech, usually such that their words permeate the entire area if made aloud.

- Specters can give up on a Revenant by ceasing their influence in the area and taking [1] OOC day to recondense into their regular form, and depart.

- Unlike Poltergeists, these locations do not need to be located in shade, and filling them with light will not banish the Specter.

- Specters cannot kill unwelcome guests within their sanctuary, but may use telekinesis to accost such presences. If said guests become aggressors, then the Specter may attack.

- In order to eject someone from their sanctified location, a Specter must properly manifest for a direct intervention, allowing the one being accosted to defend themselves. If a Specter is slain in this state, it takes [3] OOC days for them to reform, and the sanctuary effect ceases.

- Thorough application of holy magic can make the location inhospitable to the Specter.

- A sanctuary cannot be maintained for more than [1] OOC week, and must be chosen [1] OOC day before the effects can take place. Requires primary region owner or property owner consent.

 

General Red Lines

- Specters cannot be any color other than white or shades of yellow or green.

- Specters cannot become other creatures unless stated otherwise.

- Specters cannot learn, use, or teach magic, alchemy, etc.

 


 

GRAVEN

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“...and knowing of his demise, the spirit resolved that even death would not halt his crusade.”

 

Origin

Graven are spirits that have not so much rejected or accepted the nature of their demise, but come to the conclusion that they have something far more important to worry about. Animated and defined by obsession to a singular task, Graven claw their way back from the incorporeality of a Revenant and manage to take physical form. Concerns of what they have become are left at the wayside, as all that compels these beings is the desire to carry on a particular task. This may be grand, or simple in nature- something that is never achieved, or something that will be repeated countless times. The morality of a Graven is entirely dependent upon what it is that they obsess over, but it is assured that anyone impeding this goal will be met with either hostility, or some other means of removing them as an obstacle.

 

Physical Description

Graven are a peculiar sort of ghost, not sharing the incorporeal nature of their siblings. Animated not by denial or acceptance, Graven are instead brought into being through the sheer force of passion and obsession for a particular task or activity. As such, they are given physical form in order to enable the continuity of what drove them in life. 

 

Graven are quite physical and generally manifest looking relatively normal- not marked by the manner of their death, and not particularly otherworldly or unsettling in their appearance. The clear and obvious exception to this is, however, that their skin is notably transparent and colored in dark shades of grey, green or purple, often giving them a glass-like or gelatinous appearance.

 

These spirits possess strength equivalent to what they held in life, but lack the ability to increase or lessen that level of physical aptitude through exercise or sloth. Their voices are identical to when they were alive, though cadence and manner may change.

 

Spoiler

- Graven appear mostly as they did in life, not marked at all by the manner of their death. They do, however, hold a distinct grey, purple or green coloring, glazed and transparent like glass, which can easily distinguish them from living descendants. Their voices sound as they did in life.

- Graven have a physical form, which means that their influence over the physical realm is much greater than any other Phantom’s. They are as strong as they were at death, unable to decrease or increase said strength.

 

Mental Description

Graven are embodiments of obsession. What they may have been passionate about in life becomes an addiction in death and they endlessly pursue this subject or act and only deviate from it in order to protect it or when dealing with a social interaction. 

 

These beings are dedicated in mind and spirit to a singular task which they will seek to perform perpetually and without halt. As long as these creatures are capable of doing so, they are relatively free of the depressive or unstable mental states that affect other Phantoms, though not entirely. However, should a Graven be unable to perform their chosen task, they will swiftly become deeply depressed and frantic, anxious to an intolerable extreme and generally unpredictable, consumed by their particular mental illness. Without the focusing effect of their task, a Graven can be as if not more dangerous than a Poltergeist. This can manifest in violent outbursts aimed to enable them to continue their task, or emotional breakdowns lamenting their inability to do so.

 

Graven are the least likely of the Phantoms to move on from their bindings to the mortal realm. Where Poltergeists can through great difficulty be put at peace, and Specters may simply choose to depart, Graven are never content enough to move on. An existence without their chosen obsession is intolerable, and an instance where one may give up on it so fully as to move on to the Soulstream is rather improbable- though not entirely impossible.

 

Spoiler

- Graven are rather stubborn when it comes to their obsession, making it an addiction which they simply cannot overcome. The only times they must deviate from such is to protect it or for social interaction. Nothing will ultimately dissuade them from their goal.

- Graven become very unstable and volatile when unable to perform their chosen task, often violent or entirely emotionally dysfunctional.

- Graven are the least likely to move on from the mortal realm and into the Soulstream, as an eternity without their task, in their minds, would be a painful one. 

 

Pain Response and Regeneration

Graven are next to Poltergeists on the scale of pain resistance, as they are so single-minded in their task that this sheer focus can at times overcome any mental distress they may face in situations where it is relevant. They are, however, about as likely to endure in the face of pain that is not relevant to their task, as a Specter is.

 

As they are susceptible at all times to mundane injury, Graven respond to it slightly more severely than other Phantom types. Though still inflicting less pain than what a mortal might experience from such a wound, Graven experience a closer approximation of the lingering nature and intensity of pain that mortals do, making mundane means of attack a viable deterrent. In the case of aurum and voidal magic, Graven will only reliably face the threat of such pain if it stands in the way of their task, otherwise only as willing to do so as a Specter may be.

 

Graven require the longest period of regeneration of all Phantoms to heal non-fatal injuries.

 

Spoiler

- Graven experience pain from mundane injuries more acutely than other Phantom types.

- Graven will endure the threat and application of significant amounts of pain in pursuit of their task, but will otherwise only be as willing to tolerate such things as their mortal selves may have been.

- Graven require [3] OOC days to regenerate from non-fatal injuries such as loss of limb, etc. 

 

Abilities

Unlike other varieties of Phantoms, which focus heavily upon their incorporeal forms, Graven are indeed restricted by a physical form. This allows them many opportunities which they can draw upon, yet just as many weaknesses as well.

 

False Corporeality

While considered ghostly undead, Graven, possessing a physical form, are able to better interact with the world around them. 

 

Spoiler

- Graven are corporeal, having a form similar to that of their formerly living body, albeit having a distinct grey or purple hue to it. They are not bound by fatigue or exhaustion, though may deplete their energy through ectoplasm expenditure or injury, which causes them to slow. They need not eat, drink, sleep, or breathe.

- Should a Graven overexert themselves, they may seize up or find it harder to move, though they feel no exhaustion directly.

- Graven cannot increase or decrease their strength in any way. If they had the strength of a Void mage at the time of their death, their strength will be that of a Void mage as a Graven.

 

Tempting Aura

The passion of a Graven is great, so great in fact, that it seeps out of their very being, causing others to share their enthusiasm for the given task.

 

Spoiler

- A Graven holds a passive aura of vice which is felt by nearby descendants within a [5] block radius. This aura will cause any in its vicinity to feel a strong allure towards whatever the Graven’s task is. For example, if a Graven were obsessed with food, nearby descendants would feel an obsession for it as well, albeit hardly as severe.

- Tempting Aura is a passive ability which follows the Graven.

- The aura will offer no significant boons or banes to any in its vicinity, only the inclination to feed into the obsession of the Graven.

- The aura will only reflect the Graven’s particular goal. 

 

Conjured Tool

When in need of it, a Graven may expend some of their ectoplasm to create a single tool of their choosing which they may use for a variety of combat and utilitarian applications, primarily to aid with whatever passion they pursue, or for self-defense. 

 

Spoiler

- Conjuring a tool requires [1] emote for non-combat items and [2] emotes for tools which may be used for combat. (Pickaxes, hammers, weapons, etc.)

- A tool conjured by a Graven is at most equivalent in strength to ferrum, and can be any shape of their choosing ranging from blades, to maces, to halberds, to shields, pickaxes, or any other non-mechanical manual tool.

- Blades and maces cannot exceed [42] inches in length. Halberds and spears cannot

exceed [66] inches in length. All weapons will be moderately sharp, like any typical

blade. Shields cannot exceed [40] inches in length or [24] inches in width.

- These ghostly tools have the ability to damage other Phantoms, though to a lesser extent than standard aurum. Two Graven tools clashing will interact as standard metal would, though does not have greater consistency than iron at the most. Also, these are not indestructible weapons;.

- Conjured tools are intuitively manipulated and wielded, a natural extension of the Graven’s body.

- Tools that cannot be used for combat may be freely reshaped, allowing a Graven clockmaker, for example, to turn his tool into whatever fine implement he may need at any given moment.

- These tools will crumble on contact with aurum, damaged in the same manner a specter’s body would be. This will inflict pain on the Graven wielding it, as if their body was damaged.

- If a combat-capable tool is destroyed it will weaken the graven by one quarter of their normal strength, as the ectoplasm used to create it is gone.

- Once created, combat-capable conjured tools cannot be warped or reshaped.

- These tools cannot be manipulated or used in unnatural or unrealistic ways, a user limited to the same methods a mortal master of the respective tool may apply.

- Weight must be considered, meaning that weapons and tools cannot be moved faster than a physical counterpart might, and oversized items will be as impractical as one may expect.

- Only one piece of equipment may be created at once. No pairs of weapons, no sets of tools or ones with moving parts.

- A conjured tool will be destroyed if taken further than [5] meters from the Graven.

- This ability may be used once per combat encounter, though it does not have limits outside of combat so long as they are within reason. 

 

General Red Lines

- Graven cannot be any color other than shades of grey, pale blue, green or purple.

- Graven cannot become other creatures unless stated otherwise.

- Graven cannot learn, use, or teach magic, alchemy, etc.

- Graven may have only one task or ambition which is determined at their mortal death. This task cannot be changed afterwards.

- Grvaens cannot sexually FTB. This should be a given. 

 


 

PHANTOM BEASTS

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“Without her, he was alone. She could not bear to leave her master unguarded, and thus, she remained.”

 

Origin

Born of circumstances similar to that which creates mortal Phantoms, beasts may find themselves held back from rest to continue wandering the land of the living, be it through sudden or violent death, or through a purpose they are yet unprepared to surrender.

 

Spoiler

- Phantom Beasts are intended as Event Creatures or companion animals, and may only be used for combat in Event circumstances, meaning these may not be used in regular combat by players.

- A player seeking to have a Phantom Beast companion must have an in-game item signed by the LT describing it.

 

Physical Description

Akin to the descendant Phantoms which wander the realm, Phantom Beasts hold the same characteristics in terms of physical traits. These creatures are incorporeal as most phantom forms, having a wispy, translucent body along with a faint, though distinct glow. Unlike descendant spirits, animal Phantoms do not tend to vary much in terms of how they manage their demise, and take physical traits reflective of their state in life, rather than any particular reaction to death.

 

Their colors and physical traits vary, more so than any other type of spirit, in ways entirely dependent upon their temperament. The ghost of a docile sheep would likely appear akin to a Specter, colored in cool, pastel shades with little to differentiate it from its physical appearance in life, whereas a man-eating bear of hostile demeanor would be more likely to represent themselves like a Poltergeist, in vibrant warm tones and perhaps unusually frightful in appearance. 

 

This is not to say that an animal that was docile in life may necessarily appear so in death, as it is quite possible that the trauma of such an event could create a broad shift in their perspective or temperament. It is rather simply, that a Phantom Beast’s form is based upon self-image and inherent nature, not anything more complex.

 

Phantom Beasts cannot manifest physically in the manner that Graven do, but may exert momentary physical presences in ways akin to Specters or Poltergeists, discussed further in the Abilities section below.

 

Spoiler

- Phantom Beasts are exclusively spectral, there is no Graven equivalent.

- The appearance of a Phantom Beast is determined only by their temperament and intention. A peaceful, docile creature may manifest akin to a Specter, whereas a predatory or aggressive animal could look rather like a Poltergeist.

- Such creatures may not necessarily be the same in death as they were in life, as death itself is capable of turning even the most docile animal into a frightful creature, or the most aggressive beast into a fearful, timid one.

Mental Description

As touched on previously, Phantom Beasts are of simpler mind, predictably, than mortal Phantoms. In the vast majority of cases, particularly with simpler animals such as fish, insects, or reptiles, they will likely fail to comprehend any difference in their nature from when they were alive, and continue with what behaviours one might expect from a living specimen. 

 

The impact of death varies from animal to animal, and can at times be more severe than others, however. It is quite possible for the demise of such a more complex creature to leave it warped in one direction or another, allowing for some potentially strange entities to emerge; rabbits that seem to have gone rabid after death, deathly and fearsome like a poltergeist- though of comparatively miniscule threat. Or indeed, a wolf freed from its hunger and bereft of its pack, left as little more than a docile hound seeking purpose.

 

However, Phantom Beasts gradually change with age- the older a one is, the more detached they become from what they once were, losing their instincts to hunt or take shelter, or engage in any behaviours no longer necessary in their current state. Sadly, some lose all distinction entirely, becoming little more than wisps, ill-defined entities possessed of a mind that has lost its purpose and direction. This is largely only prone to occuring to animals that are isolated by nature, and can be staved off by any manner of interaction with mortals or other creatures that reinforces what they are, or were.

 

Notably, Phantom Beasts are still susceptible to Druidic Communion, and though they cannot be directed or controlled, can be communicated with or calmed, and even guided through their state of half-life into death proper. A Druid with vested interest may even restore the mind of a beast that has lost its way and become a so-called wisp, reuniting them with their nature.

 

Spoiler

- Phantom Beasts usually behave in a way equivalent to how they did in life, unaware of any change. They can, however, be warped by the event of their death into some rather strange and contradictory pairings of animal and temperament.

- Over time left in isolation, Phantom Beasts may devolve into aimless wisps, losing their instinct and drive, left only as simple minds without direction or distinction.

- Druids may Commune with Phantom Beasts as they can with any normal example of the creature, and can even use their influence to guide the creature into passing on to death proper, granting them rest. It is even possible for a Druid to restore a beast rendered a wisp to their normal state, reuniting them with their original nature.

 

Abilities

Phantom Beasts are simpler in nature than other varieties of Phantom, and as such lack any complex suite of capabilities. Nonetheless, they possess a few inherent to their state and controlled simply by instinct and intent.

 

Phantasmal 

Phantoms, due to their ghostly undead nature, have a variety of characteristics and traits that distinguish them from their living counterparts. 

 

Spoiler

- Specters are incorporeal, appearing broadly as they did in life, with some variation dependent on temperament. Their bodies are translucent, though not completely invisible unless they use the Fade ability. They can float no more than a foot off the ground, and need not eat, drink, sleep, age, or breath.

- Phantasmal is a passive ability.

 

Beast Fade

Phantom Beasts may rapidly fade out of the mortal realm and hide within the Elysian Wastes, becoming invisible to mortal eyes for a moderate period of time.

 

Spoiler

- Phantom Beasts may vanish from sight at a whim, usually in instances where they have been instructed to, or due to fear. It takes the spirit [1] emote to vanish and [1] emote to reappear.

- Beast Fade is an activated ability.

- True Sight or Vivification enables one to see faded Phantoms.

 

Partial Corporeality 

Simply through intent, a Phantom Beast may become partially corporeal, allowing them to lash out at aggressors, hunt, or play.

 

Spoiler

- A Phantom Beast may turn individual parts of its body momentarily corporeal to  interact with the world, using claws or teeth to attack, or a paw to bat and play, etc. 

- Partial Corporeality is an activated ability.

- Offensive uses of this ability are Event Only.

 

General Red Lines

- Phantom Beasts cannot be used in combat by players. Players possessing a Phantom Beast companion must have a corresponding in-game item signed by the LT with a suitable description of the creature.

- Phantom Beasts can only serve as companions when their creature type is tameable or domesticated in life.

- Phantom Beasts made from Event Creatures cannot be roleplayed by players.

- Phantom Beasts may only be used offensively when roleplayed by ET for the purposes of an event.

 


 

APPARITIONS

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“In the aftermath of the massacre, amidst the rot and decay, something heinous began to take form...”

 

Origin

Apparitions are a variety of Phantom that is truly without equal. Though manifesting as individual entities, they are in reality more akin to a riot given terrific form, arising from circumstances of mass death; battlefields, great fires or floods, and places of sacrifice, to name a few. The minimum number of souls needed to facilitate the creation of an Apparition is twenty, but there is no known upper boundary on the number they may contain. For an Apparition to form naturally, these deaths must occur at nearly the same time, within one narrative day of each other.

 

Spoiler

- Apparitions are an Event Creature, and can only be played by a member of the Event Team during combat encounters. 

Physical Description

Apparitions are ectoplasmic entities that dwarf the scope of any other Phantom, as within them lingers not one soul, but tens or hundreds. With such concentrations of ectoplasm, the substance’s usual limitations become somewhat irrelevant, allowing Apparitions to be as physical or as insubstantial as they desire at any given moment, able to mount physical assaults that can shred metal and topple stone, or sink into the ether and become untouchable to all but the arcane, light, fire and aurum. These beings are bound to the location in which they are formed, and may only leave it at night unless they are among the more potent of their kind.

 

The appearance of Apparitions can in technicality vary wildly, but minds consumed by such chaos tend to adhere to relatively simplistic representations of their state. Comprised of blackened ectoplasm that may manifest akin to smog, sludge, or even flame, and with eyes often alight with a radiant crimson, Apparitions may represent themselves at the size of a man, or many times larger. It is not unheard of for some order to arise from the madness in their minds by sheer chance, and allow a form of differing entirely from this description, but it is rare; and if it does occur, one would be wise to take great caution indeed. An Apparition experiencing the illusion of sanity is a beast of almost unequaled threat. Their voices generally resound in an ill-aligned choir, but may appear more orderly if experiencing the aforementioned moment of sanity.

 

The power of any particular Apparition depends upon the number of souls comprising them. One formed from a mere ten may pose a substantial threat, but could be bested by a group of well-prepared individuals. One amalgamated from dozens may require the collaboration of multiple groups to subdue, and one formed from hundreds could demand a nation’s best efforts to overcome.

 

Spoiler

- Apparitions can be both entirely corporeal or incorporeal at their own whim, and possess strength at minimum equivalent to an Olog, and may scale upwards depending upon factors covered in Abilities & Power.

- Apparitions are weak to all magic, light, fire, and aurum.

- Apparitions generally appear as beings composed of black ectoplasm with eyes often in shades of red, but are capable of taking any shape they desire if experiencing a fleeting moment of clarity.

- Apparitions are bound to the location where they were created, and may only venture outside of it at night to cause trouble elsewhere. This limitation can be lessened based on factors covered in Abilities & Power, at ET discretion.

- Apparitions can be scaled from being managed by a well-equipped group of [5], up to posing a substantial threat to cities and nations.

 

Mental Description

The mind of an Apparition is an ineffable thing, an amalgam of many minds all vying to exert their will over the titanic whole. Whilst Poltergeists are unstable and warped, an Apparition is a creature truly without any hint of sense. They cannot be reliably bargained with, and will only rarely even show an interest or capability for conversation. Insanity is without doubt the truest term to describe the state in which they exist.

 

It is this flawed mind that serves as both an Apparition’s biggest weakness, and the factor that makes them so treacherous a foe. They are not creatures prone to schemes or complex plans, and act almost entirely out of instinct and impulse at any given moment, with no meaningful consistency. Methods of combat may switch without warning, they may become depressive or violent simply by the imperceptible shifting of internal balance.

 

This means that combating an Apparition is an exercise in adaptability, requiring constant adjustment of tactic, and quick reactions. One must expect the unexpected, and avoid becoming too confident that they know what will happen next. Many adventurers have felt as if they’ve recognized a pattern, only for it to break and doom them for their folly. 

 

The only reliable trait of an Apparition is a pervasive negativity; they are not pleasant, kind, or reasonable in this basic state of chaos. At best they may become so dejected that they lose the will to defend themselves, and at worst they may become so violently enraged that they seek to destroy everything and everyone around them, perhaps even themselves. Self-preservation is as fleeting a whim as any other, to an Apparition.

 

As with all things that are in essence random, there is always the chance, however slim, that some order will emerge amidst the chaos. It has been known for Apparitions to experience an illusion of sanity from time to time, adapting distinct personalities and behaviours that persist for anywhere from moments or decades. Even in this state however, it is important to remember that every spirit trapped within these beings is suffering, and any personality will at most simply be disguising that. They are not benevolent, though they may wear that facade.

 

It is in this state of temporary balance that an Apparition can be at its most dangerous, for in this illusion of sanity is found the means to plan, and to wield their powers with even greater expertise. An Apparition who is behaving as such is potentially a creature of threat excelled only by greater dragons, as the combination of a functioning mind and such obscene power is truly monstrous.

 

Spoiler

- Apparitions are, above everything else, unpredictable. Their behaviours and actions are the result of a constant internal war between the souls composing them, and the balance of internal power can shift at a moment’s notice and result in a polar change of behaviour or action.

- Apparitions are usually not calculated, they do not have complex motivations or schemes, and act only out of whatever emotions and compulsions possesses them at a given moment. These too are in constant flux.

- Apparitions do not always self-preserve, and can be as dangerous to themselves as they are to others. They may fall into depression moments before a killing blow and allow it to land, or they may take actions to actively damage themselves.

- Apparitions are rarely capable of experiencing bouts of sanity either through the whims of their souls aligning by chance, or through one presence within them rising to the forefront. These episodes can last mere seconds or years, but there is never any guarantee that they will be reliable.

- Apparitions are never pleasant, kind or good, they are beings defined by turmoil and suffering. They may feign kindness to gain something they seek or lower defenses, but they do not empathize for the living and will never genuinely act in their best interests.

 

Abilities & Power

Apparitions are beings of immense power, putting to shame all abilities of both mortals and phantoms alike. These creatures have at their disposal numerous tricks, from conjuring short lived spirits of their own ectoplasm to swarm their opponents, to shapeshifting, to controlling a vast area of influence which permits them to do virtually anything they desire.

 

Additionally, an apparition’s power may be amplified depending on the number of souls which comprise it, or which it consumes.. Beings of near omnipotence have been the result of too many souls being forged into such abominations, such as the penultimate of all Apparitions, known as the Living Synod, Mthyul Tlan, so potent as to be all but a deity. Others such as the dreadful Kalimbror have risen as well, a beast so potent that it required the cooperation of multiple dark covens of various disciplines to subdue.

 

There are four qualities that influence the relative strength of an Apparition:

 

Potency

The number of souls which comprises an Apparition is the core of what determines their power. All Apparitions are threats to be truly feared, but an Apparition forged of a small fire and one arising from the field of a great and bloody battle are not equivalent.

 

Age

Over time, Apparitions naturally become more potent and threatening in nature, due to the gradual increase in cohesion between the spirits that comprise them. The longer they exist, the more ‘complete’ they become as an entity. Older Apparitions have a greater tendency towards the next factor.

 

Sanity

The core weakness of Apparitions is their inability to plan, scheme or behave tactically. As such, when an Apparition is in a temporary state of sanity, and this weakness is overcome, they are a vastly greater threat.

 

Area of Influence

Within the area of their birth, Apparitions are far more powerful. They are aware of all that occurs within this space, and may be essentially omnipotent within it. This area cannot be expanded, but the more powerful an Apparition becomes the more freely they may venture out of it.

 


 

Purpose

The purpose of this Lore is to bring back a large part of LOTC’s canon undead, that being Phantoms. While many characters find themselves unable to prolong their life through magical means, some players may want to prolong their character’s legacy nonetheless, making Phantoms an excellent method of achieving such. This lore also promotes more soul oriented roleplay by allowing more open interaction with the Elysian, creating opportunities for Mystics, religious, and other holy characters, as well as the Phantoms themselves. 

 

“I could go all day” ~ Zarsies

 

Citations & Credits

 

Kalehart - Lead Writer

Sorcerio - Writer

Zarsies - Background + Outline

Dardonas - Consultation + Format
Fury_Fire – Consultation

Zidoax - Consultation

Gallic - Consultation

Vivification

Ghosts

Graven
 

Currently shelved/unaccepted pieces referenced in this lore will be ignored until those pieces become accepted. If those pieces so desire they may have their references in this lore be removed upon acceptance.

 

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Reserved. Google doc available here:

[Playable CA Race + Event Creature] Phantoms & Apparitions

(Thanks to Sorcerio for fixing the formatting.)

 

Changelog:

- Added flexibility in Apparitions only being able to venture from their area of influence at night, allowing greater ET discretion for easier event use.

- Cleaned up some bits of wording here and there.

- Modified phantom vanishing to last longer.

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I’m glad all the work Kale and Sorcerio have put into this piece has finally come to fruition, its a very cool piece that will definitely benefit the server as a whole upon implementation. +1 of course

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As a long-time poltergeist player, I greatly approve of most of this. Many of the things I don’t like I’ve been told are products of compromise with the lore team, such as the inability to be passively invisible to set a scene.

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I would not stand to ghost such a spectacular piece of server lore...

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I fk with everything, especially the format – Love it.

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Read over it a couple times and I gotta say I love all of it, from the art used to the lore itself to how it is described. +1 from me!

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i pass on the torch +1

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Well written lore piece!

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Posted (edited)

about time +1

Edited by LeoRabbit99

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A very spooky +1 from me

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Bro everyone loves your formatting but I do the same **** for the paladins and I’m a monster?????

+1 good ****

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