Court of the Fallen
Introducing: Ghosts! - Printable Version

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Introducing: Ghosts! - Court Official - 03-30-2026

Ghosts


We were recently asked about the distinction between ghosts and spirits, and it highlighted something we hadn’t clearly defined on-site. Spirits are something that can be channelled (primarily by the Accepted, by also via spirit pacts or the gods), but are never described as being spirits of the dead. Ghosts on the other hand are spirits of the dead, and with them popping up so much more (here's looking at you, KE), we decided to make them a playable race!

Ghosts are the remnants of once-living mortals who, for one reason or another, have not moved on. Because they no longer have physical bodies, Ghosts must gradually learn how to impress themselves upon the world again through levelling.

At level 0, Ghosts are only faintly present. They may be seen, heard, and act within a thread for only one post at a time before fading again. As they level, Ghosts become increasingly capable of remaining visible, tangible, and influential, eventually being able to be permanently seen and felt!

Ghost levelling is nearly complete, but we wanted to release the race now rather than wait until every corresponding update was finalized!


Ghost Abilities

At level 0, all Ghosts begin with Phase.

You also begin with passive magic that makes you immortal and invulnerable to all status effects (i.e., you cannot be burned, grappled, poisoned, etc).

Phase

Basic form: Can pass through thin or simple solid surfaces.
Example: Can move through a door, window, wall, or similar barrier, but not remain inside solid matter.

Upgraded form: Can pass through thicker or more complex solid surfaces with control.
Example: Can move through stone walls, floors, ceilings, or similar structures without immediately losing cohesion.

Mastered form: Can pass through most solid surfaces effortlessly and may briefly allow part of another object or person to pass through them.
Example: A hand may pass harmlessly through the Ghost, or the Ghost may drift through dense structures without resistance.


Cold Spot

Basic form: Can make the immediate area feel noticeably colder within 5ft.
Example: Can chill the air around them, fog glass, or cause a person to feel a sudden unnatural drop in temperature.

Upgraded form: Can create a sustained pocket of cold within 15ft.
Example: Can make a room feel uncomfortably cold, leave frost on surfaces, or cause someone’s breath to mist.

Mastered form: Can radiate intense supernatural cold within 30ft.
Example: Can turn an area bitterly cold, leave rime on walls or objects, and make prolonged exposure physically uncomfortable or distracting.


Manifestation

Basic form: Can be seen, heard, and act within a thread for one post before fading.
Example: May appear briefly to speak, gesture, move, or interact in a limited way before vanishing again.

Upgraded form: Can remain visibly and audibly manifested for several consecutive posts, and may be faintly felt.
Example: Others may hear the Ghost clearly, see them more distinctly, or feel a light brush of contact.

Mastered form: Can remain fully manifested within a thread and may be consistently seen, heard, and felt.
Example: The Ghost may appear much as they did in life, sustain conversation, and leave a stable physical impression on the space around them.


Poltergeist

Basic form: Can weakly disturb or move very small objects within 5ft.
Example: Can rattle a doorknob, knock over a cup, flicker candles, or shift papers.

Upgraded form: Can move small-to-medium objects within 15ft.
Example: Can open or slam doors, drag chairs slightly, throw small objects, or cause objects to shake violently.

Mastered form: Can strongly affect objects and the immediate environment within 30ft.
Example: Can hurl furniture, shatter fragile objects, slam windows, or create sustained disturbances in the area.


What’s it like to be a Ghost?



Facts

  • Ghosts are distinct from spirits. Spirits may be channelled; Ghosts are the lingering remnants of dead mortals.
  • All Ghosts begin with the ability to pass through solid surfaces.
  • At level 0, Ghosts may only be seen, heard, move, and act in a thread for one post at a time.
  • As Ghosts level, they become increasingly capable of being perceived and affecting the world around them.
  • All newly-created Ghosts receive 2000MP to compensate for the death of their character.
  • Ghosts may spend their MP on themselves or on items/abilities for other characters, and can then guide those characters toward discovering them IC.
  • Ghost levelling is currently still being finalized.

Flavour

  • It is up to you how much of your character’s former self remains intact after death. Some ghosts may be entirely themselves, while others may become stranger, dimmer, or more obsessive with time.
  • Your ghostly appearance may look exactly as it did in life, or may reflect the circumstances of your death.
  • Some Ghosts might be tied emotionally to a place, person, or item, while others roam more freely.
  • Your supernatural effects can be aesthetic as well as mechanical: trailing mist, flickering edges, distant whispers, cold breath, dim light, or an echoing voice are all appropriate.

Writing

  • Ghosts should be written with the understanding that they are not fully physical at level 0. Their presence in a thread is brief and limited unless otherwise unlocked through levelling.
  • Because Ghosts become more substantial over time, as you level, make sure you reflect your growing ability to leave evidence of yourself behind: cold spots, moved objects, clear speech, physical contact, and eventually stable manifestation.
  • If your Ghost purchases something for another character, they should not simply hand it over in a straightforward way unless they are capable of sustained manifestation. In most cases, Ghosts should guide, haunt, hint, lure, or otherwise lead living characters to what they have bought.
  • Spirits and Ghosts are not interchangeable. A Ghost is the dead. A spirit is not.



RE: Introducing: Ghosts! - Serendipity - 04-01-2026

Nothing in Caido is ever promised, and certainly not life, though it is so often lived as if it were, as if breath and heartbeat and the steady rhythm of being were things that might be counted on, tucked neatly into the future like any other expectation, rather than the fragile, fleeting phenomena they have always been, slipping quietly through the fingers of gods and mortals alike without ceremony or warning.

There are stories, of course, about endings—about great final moments and drawn-out goodbyes, about the way the world is meant to hush and hold its breath when a life comes to its close—but Caido has never been particularly interested in such theatrics, and so it happens instead in the smallest, most unremarkable way imaginable, so subtle that even you, at the centre of it, cannot quite mark the instant when being becomes something else entirely.

If there is a transition, it is not one you feel; there is no pain to anchor it, no sharpness to define it, only the strange, almost imperceptible absence of what was once constant, as though something essential has simply ceased, leaving you suspended in the space it once occupied. And somewhere within that stillness, there comes a presence accompanied by a rustle of cloth and a flash of white porcelain. Ludo gathers what is already theirs, your soul slipping into their keeping.

And it is only then, in the aftermath of that quiet, unquestioned collection, that the truth of it settles into place, not as a revelation but as a simple, undeniable fact.

You have died.

What comes next, however, is not decided for you. You may follow, as so many do, into Mort’s halls, where the dead are welcomed, remembered, and allowed their rest among those who have gone before. Or you may remain, lingering at the edges of the world you have left behind, watching, waiting, refusing the finality that has already taken hold.

You may stay, as many do, as a ghost.

@Name has died! But don't worry, this isn't the end!

Click here to learn all about our new playable race, ghosts.

To compensate you for the shock of losing your character, all newly-created Ghosts will receive 2000MP! This can be spent on yourself, or on items/abilities for other characters. Ghosts may then lead characters to these items IC (through haunting, dreams, nudging objects, etc), rather than interacting with them directly.