Ghosts and skeletons

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Ghosts and skeletons

Postby shubla » Mon Mar 02, 2020 6:32 pm

If somebody dies, and his body is not buried in a grave, the skeleton should start spawning ghosts, and if you walk too close to a ghost, you get "spooked"-wound, which would give some stat penalty for some time, and also experience event.
Ghosts would only spawn 1 at time and this event would be relatively rare, ghosts would stay close to the skeleton.

Spooked debuff could posisbly increase agility and strength, but decrease psyche and intelligence.

Destroying a skeleton (not burying) would also spawn a ghost that would remain in the world for some time.
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Re: Ghosts and skeletons

Postby wonder-ass » Mon Mar 02, 2020 6:34 pm

haha goodone shubla.
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Re: Ghosts and skeletons

Postby kirion » Mon Mar 02, 2020 6:36 pm

I like that. Maybe also give the ghost a certain color depending on how the person died, like a red tint if murdered.
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Re: Ghosts and skeletons

Postby Lunarius_Haberdash » Mon Mar 02, 2020 6:48 pm

Hearth Grims... Call'em Hearth Grims. (Inspired by, but not an imitation of... https://en.wikipedia.org/wiki/Church_grim)

Though I feel like hearthlings should be required to have a certain level of will before their corpse will spawn ghosts.
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Re: Ghosts and skeletons

Postby Noid » Mon Apr 27, 2020 9:43 am

This is a really cool idea, I was thinking something similar when I found this.

This is how I imagined it:

When someone gets murdered there is a chance to spawn a ghost that similarly to the nidbane would chase the perpetrator to this HF starting from the location where they died.

Ghosts would be visible only at night with related experience and/or debuffs

Building a wooden ghost house would allow you to catch ghosts. Harvesting the ghost house could give a curiosity with a quality of the int/psy of the person that was killed.

The ghost would stop at the first ghost house he encounters in his path (despite being the perpetrator's built one)

Wooden houses would have a radius that works as a magnet to catch ghosts.
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Re: Ghosts and skeletons

Postby Fostik » Mon Apr 27, 2020 9:58 am

I like this dwarf fortress mechanic with burial. I'm not sure about wound and stat debuff, but as concept it really should exist.
Also, destroying a body will lead you to deadlock, when you will constantly receive ghosts, but will be unable to remove them - you should be able to discover ghost, and make memorial plate for him, to put this ghost to rest.
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Re: Ghosts and skeletons

Postby Tamalak » Mon Apr 27, 2020 6:34 pm

We already have slimes. HnH should go full fantasy RPG instead of this half baked realistic shit.

Haven, become what Ultima Online should have been. You're already a thousand times mechanically deeper than UO you just need to add sexy content.
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Re: Ghosts and skeletons

Postby vatas » Mon Apr 27, 2020 8:19 pm

This could be neat. Have some stat/LP threshold so you can't just ghost-bomb people by murdering your own fresh alts next to their claim.
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Re: Ghosts and skeletons

Postby YôḥānānRugelach » Sun Mar 14, 2021 1:49 am

Spooky. I like it
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Re: Ghosts and skeletons

Postby iamahh » Sun Mar 14, 2021 1:40 pm

I like the ghost idea, not to fight it, but just be able to see the characters who lived in those ruins, and maybe see them walking around doing stuff like a replay... maybe each village could do a small "recording" and the replay could be seen even after the village is gone
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