Category:Wisp
Contents
Transition Info
The Wisps are a special tier of ghost, tapped by Famula and her Zuuda to achieve a specific purpose. These ghosts often have a special relationship with the Zuuda they are serving, and because of this direction, and as a gift, they receive more of their sanity and memories back, returning to a state more similar to their days as an Echo. The Zuuda that tapped the Wisp becomes an additional anchor for that Wisp. Should the Wisp complete the Purpose for which they were tapped by a Zuuda, the Zuuda is able to release the anchor without harming the Wisp. This allows the Wisp more freedom, to create an additional anchor or serve other Zuuda. When Famula creates a Wisp directly, these Wisps have no Zuuda as an anchor so they have that same freedom. However, they receive a Purpose from Famula herself, and that Purpose often compels them to find a Zuuda to serve. If the Wisp is unable or unwilling to complete the Purpose they were created for, the Zuuda can sever the anchoring in them (without harm to the Wisp). This can be done by the Zuuda at any time, and will revert the Zuuda back to a Phantom.
In the event that the anchored Zuuda dies, or no longer maintains their presence and bond with the Wisp (if a Player leaves the site/abandons a PC Wisp), the anchor will fade, freeing the Wisp without reverting them to a Phantom. This will allow them to seek out other Zuuda if they so choose. Occasionally, Famula herself will find the Wisp and give it a new Purpose. PC Wisps may write up and apply for a Zuuda Personal NPC, if they cannot or do not wish to pair up with a PC Zuuda. These follow standard Personal NPC rules and should be a Favored Zuuda at minimum.
Unique Abilities
Dawn’s Deception Form (Daytime Form)
During the daytime, the Wisp takes on a physical form, that they build themselves from grave soil. Once this form is given a general shape, their bond with the Zuuda gives this form the physical shape that the Wisp believes they looked like in life. Whether or not this is an accurate depiction is up to the Ghost in question. This form is indistinguishable from a living person, in appearance only. They do not maintain blood or organs or other such internal structures.
This form needs to be maintained regularly, or the Wisp becomes locked in the Beneath during daytime. This maintenance is handled differently from Wisp to Wisp, but it always involves using grave soil. This might be done through eating the soil, rubbing it onto the ghost’s form, possessing the soil, etc.
Corpse Finding
The Wisp is able to always know where the nearest, sentient corpse is located, regardless of distance or direction. The only corpses they are unable to sense are those that are protected by means magical or divine. The closest corpse will always be the one to be sensed, unless that corpse has been tapped for the ability Carcass Cloak. Once it has been tapped, that corpse will never be sensed by that ghost again. The Wisp is able to discern the method in which the person was killed, however, details beyond that are out of reach.
Carcass Cloak
The Wisp is able to interact with a located corpse in order to absorb the visage. This interaction is personalized to each individual Wisp. Some Wisps might lay within the corpse, others might caress the corpse all over until the living visage is absorbed into their mind. There is no wrong way to do this. Once the visage is acquired, the Wisp can then form a physical body out of grave soil, or adjust the current visage. This visage is what the corpse looked like before they died.
Dusting
The Wisp is able to turn their form into controllable dust. This dust can be fully controlled, often in a similar fashion to the Hive ability that Becomers use. It is subject to natural forces such as wind, but can be floated about by the Wisp. This is often used to bypass natural barriers and impediments while maintaining the physical form.
Umbral Haunt Form (Nighttime Form)
During the night time, the Wisp takes on a more standard ghost form. However, in this form, they do appear the most solid of all the non-physical ghosts, and also glow quite bright, especially when in moonlight. This form often looks exactly how they actually looked in life, right before they died. This form does not require maintenance.
Soul Tracking
The Wisp, when presented with any object, name, or other aspect that was, or is, important to another sentient undead (ghost, stoneheart, etc), is able to use that in order to track down that sentient undead. This functions similarly to a bloodhound tracking scent. This is not a straight line effect, rather taking the Wisp along the method of travel the Sentient undead used instead. How this detection is represented in the Wisp is different from Wisp to Wisp. Some might smell the essence of the Sentient undead, other’s might hear a sound that they can follow.
Grave Travel
The Wisp is able to step into a grave. A grave is any place that a corpse is buried, be it an unmarked paupers grave, or the lavish grave of a king. Through that grave, they are able to instantly travel to a nearby grave and pop back out. The range of this is typically within a day's travel by horseback, roughly 40-50 miles. This is especially useful should the Wisp be in pursuit of an undead or is fleeing itself. These grave travels do not use the Beneath, and it isn’t know exactly how it works, just that it does. The leading theory is that it is the ability to quickly dip into Famula’s Emea domain and quickly bounce back out. Additionally, the Wisp can bring a Zuuda that they are Anchored to with them.
Palisade
The Wisp is able to pass through a physical object, sentient beings and magically protected items excluded. During this pass through, they leave a portion of their ectoplasm behind within the object. This make the object impassable for Echoes, Phantoms, and Whispers. If they pass through multiple objects, within a nearby vicinity, the objects will connect with one another, forming a web of walls that are impassable for those classes of Ghosts. For the higher tiers of Ghosts and physical undead, these walls serve as alarms when they pass through, alerting the Wisp to the location of the breach. Additionally, the anchored Zuuda may pass through these objects freely, regardless of how physical the object might be.
Pros
- Due to the relationship with Famula and Zuuda, they are returned to the mental state they maintained as an Echo.
- During Dawn’s Deception (day time form), they are able to blend in with normal people.
- Able to Siphon Echoes, Phantoms, Empty, Risen, Anak, Diri, and are able to challenge both Wisps and Induk. They are also able to Siphon living beings.
- Few things can Siphon upon them.
- Terrifyingly powerful use of their Ghost Skills.
- Access to unique abilities.
- Able to use Immortal Mark Abilities to their fullest capacity.
- Able to travel freely to and from the Beneath.
- 6 anchors maximum limit
Cons
- Typically hated by most other Ghosts.
- Often forsake their own obsessions for the Purpose given to them.
- Are at the mercy of the Zuuda they serve.
- Forced to change forms based on night and day.
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