Identified Ghosts
Although difficult to obtain, we've done out best to gather as much information about these etheral specters for you; be it from legends, myths, other agencies, or the research papers of Mr. Cubbins we've jotted it all down here to aid you in your investigations.
Nattmara: Said to be the embodiment of nightmares they feast off of fear.
Movement: 5
Special: During hunts gain +1 movement after each hunt turn until the end of the hunt.
Cleansing Ritual: [NAME] devourer of fear we cast you out from this [BONE ROOM] to help you rest after dying by [DEATH TYPE].
Paranoia Bonuses: 40%>= Can teleport to any destroyed or locked Hiding Spot ending its turn. 60%>= All Hiding Spots are locked for 3 turns at the start of each hunt. 80%>= Can extend hunts for 2 more turns
Behavior: A devourer of fear, these ghosts have been shown to haunt their prey, feasting off their nightmares to grow stronger. Their general behavior seems to mimic that of a Revenant, slowly stalking their victims until it is sufficiently strong to chase them down.
Wraith: Relatively tame at first glance, these faint apparitions phase through walls like a cold breeze.
Movement: 5
Special: Can move through walls.
Cleansing Ritual: [NAME] we know your death by [DEATH TYPE] has left you afraid to leave the [BONE ROOM]. Move on and through the walls of this life to find peace.
Paranoia Bonuses: 30%>= Moving through walls doesn’t take a move. 60%>= Gains +1 Movement when in evidence rooms. 90%>= Can move through chains and the Crucifix like a wall.
Behavior: A wisp of piercing cold, these seemingly tame apparitions aren't so peaceful. According to the collaboration of our Outwatch pages generally the Wraith likes to lurk very close to the walls to catch unknowing victims off guard, and only a pinch of salt can save the unfortunate.
Chindi: Bound to this world by the sum of their earthly sins, this Ghost quickly tracks down visible seekers.
Movement: 4
Special: During Hunts if a Seeker is in line of sight it can move 10 spaces.
Cleansing Ritual: [NAME] long unuttered your untimely demise by [DEATH TYPE] has left you feeling incomplete. Rest now, knowing that there is nothing more to do in the [BONE ROOM].
Paranoia Bonuses: 30%>= Has +1 Movement 50%>= Can use its special during invisible turns. 95%>= Always moves 12 spaces.
Behavior: Full of hatred and dissatisfaction, the touch of these sin-bound spirits causes deathly ailments. Generally, these ghosts linger near former possessions, positioning themselves in such a way that it is impossible for Seekers to escape their piercing gaze.
Phantom: Flickering in and out of sight, the song of this Being is not so easily tracked.
Movement: 3
Special: Can teleport 2 spaces at the start of its turn. These 2 spaces can be through walls, and can’t be picked up by detection equipment.
Cleansing Ritual: [NAME] flickering shadow, your attempts to hide from your [DEATH TYPE] has tied you to the [BONE ROOM]. Leave no trace in this world.
Paranoia Bonuses: 30%>= Paranormal Paraphernalia doesn’t detect it. 40%>= Can teleport to any unoccupied room at the start of its turn before moving. 60%>= Can teleport 3 spaces at the start of its turn. These 3 spaces…
Behavior: Information on this spector is spotty as its haunting song seems to come everywhere all at once. It appears to generally lurk in adjacent rooms ready to noose its obsession and often changes rooms quickly, rendering Ghost Detecting equipment useless.
Doppelgänger: A lack of identity during life has made it difficult to identify in death.
Movement: 5
Special: Select a ghost type and mimic those evidence rooms.
Cleansing Ritual: Trying to find yourself brought your [DEATH TYPE] in the [RECEPTION]. [NAME] you are sufficient, go home.
Paranoia Bonuses: NOTE: After selecting the evidence rooms, the 3 remaining Ghost Types are assigned a corresponding threshold. 30%>= Gains the ability of Ghost Type 1. 50%>= Loses the ability of Ghost Type 1 and gains the ability of Ghost Type 2. 70%>= Loses the ability of Ghost Type 2 and gains the ability of Ghost Type 3. 100% = Loses the ability of Ghost Type 3 and gains the ability of the Nattmara and Wraith.
NOTE: When paranoia is reduced, if it goes past the thresholds lose the ability of that threshold and gain previous ability.
Behavior:Difficult to identify, these tricksters play with dedicated Ghost Hunters as their evidences are never quite where it should be. These ghosts appear to have no set personality, shifting their behavior frequently.
Daemon: Believed to be fallen angels cast down to this earth they seek to possess the bodies of the living.
Movement: 4
Special: During haunts, can move one insane seeker (for their movement) per turn. During search, for every insane seeker, it can get 1 space closer to sane seekers (if a haunt is started on top of a sane seeker they don’t immediately become insane).
Weakness: The crucifix has 3 uses. During search, it cannot enter a room with a crucifix. During haunts, the crucifix covers the entire room or hallway.
Cleansing Ritual: [NAME] your search for power led to unnatural paths that brought your about your [DEATH TYPE]. Be free from the being that chains you to the [BONE ROOM].
Paranoia Bonuses: >=30% Teleport to any insane seekers, ending its turn. >=50% Gain +1 movement for every paranoia space greater or equal to 50% (max of +3 movement). >=70% Gain +1 movement for every insane seeker.
Behavior: Unknown
Dybbuk: These disembodied souls restlessly search for haven in the bodies of the living, wandering until they find suitable hosts.
Movement: Unknown
Special: Unknown
Cleansing Ritual: Unknown
Paranoia Bonuses: Unknown
Behavior: Unknown
Ikiryō: Legend says that those who nurse a grudge too long risk losing part - or even all - of their soul, which escapes its earthly frame to seek vengeance on their victims.
Movement: Unknown
Special: Unknown
Cleansing Ritual: Unknown
Paranoia Bonuses: Unknown
Behavior: Unknown
Banshee: There is no escape from the obsessive search for the unfortunate soul that hears the haunting wail of this wandering myth.
Movement: Unknown
Special: Unknown
Cleansing Ritual: Unknown
Paranoia Bonuses: Unknown
Behavior: Unknown