• This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn more.

[Underlord Creature]: Ghost, Wraith, Spectre, Geist, Spook

Status
Not open for further replies.
Aug 22, 2013
17
1
180
34
United Kingdom
#1
Key Stats
Highlight:
Ghost Recon! This unit is easy to comprehend. It patrols your quiet territory, does not require sleep (no lair), no food and no gold. Responds to slow enemy's movement when they approach or attack.

This unit haunts and torments your enemy. Being able to travel to those least occupied areas through walls (but not through Impermeable, Magic Doors and Enemy Fortified tiles). The game will recognize the least traffic areas by measuring all areas where units travel, and below a threshold is where these units spook an area. This traffic excludes Imps.

The additional goal for the game developers is to make these units really, really scary to the player inside a Possessed unit walking in its vicinity. Remember your Fatal Frame experience?

Those empty corridors, abandoned areas and derelict places - you want to fill them with something! Make them not just empty hallways but rigged and haunted!

Faction: Underlord / Neutral
Type: Other
Role: Deterrent & Debuffer
Acquired By:
1) Attracted by long-term most unoccupied areas of your dungeon determined by least traffic.
or​
2) Created by events of extreme emotional trauma: Torture Chamber, high damage battles, extreme punishment from you the Underlord of unit that dies soon afterwards.​
Basic Attack: [Melee] [Glides Through Targets] [No Damage]
Offensive Power:
Haunt (Auto-Attack): Automated instruction to temporarily slow movement speed of enemy groups.
Movement speed increased from Slow to Very Fast when Haunt attack.
Cannot Haunt when travelling through wall.​
Torment (Passive): By receiving damage the Haunt ability's cooldown is reduced.
Upgrades to grant Haunt a silencing capability.​
Defensive Power:
Interminable (Passive): Cannot be hurt by non-Magic melee and ranged attacks.
Phase (Passive): Travels slowly through impassable walls (not Impermeable, Magic Door or Enemy Walls).
Cannot be tortured or imprisoned. Flees when Haunt is on cooldown.​
Resistances: Immune to most things. Weak vs Magic.
Movement: Slow but Very Fast when the automated Haunt ability is activated.
Work: Occupies areas of least traffic because it's peaceful there in your homely dungeon.
Entertainment: Sometimes scares your own units only in least traffic areas. Ignores Imps and Witch Doctors.
Special Needs: Lonely quiet areas.
Upgrades: Torment Upgrade - Grants the Haunt ability able to silence Magic casters from casting their magic.
Appearance: Upgrade gives unit its mouth (minimum) which indicates it is upgraded to silence.
Sound: Haunt & Torment combo delivers a new distinctive terrifying scream-to-silence to enemy Underlord's ears within vicinity.​

Traits

Interminable: Physical damage immunity non-Magic melee and ranged attacks.
Torment: By receiving damage, the Haunt ability's cooldown is reduced. Upgrades to grant Haunt a silencing capability.
Phase: Travels slowly through impassable walls (not Impermeable, Magic Door or Enemy Walls). Cannot be tortured or imprisoned. Flees when Haunt is on cooldown.​

Abilities

Haunt: Automated instruction to temporarily slow movement speed of enemy groups.
Movement speed increased from Slow to Very Fast when Haunt attack.
Cannot Haunt when travelling through wall.​

Flavour
Appearance
: Ghastly wheezy and grey transparency more revealed in its darker quieter areas and most revealing when it attacks to Haunt. It has no face. It is faceless until it upgrades to a disfigured face. Slowly appears out of walls with some cool graphic effect.

WFTO Ghost.jpg
WFTO Ghost^.jpg

------------------- Not Upgraded ---------------------------------------- Upgraded -------------------
More Images: [1] [2] [3]

Likes: In areas of least traffic they like to scare your other minions. Ignores Imps and Witch Doctors.
Dislikes: There always has to be undisturbed quiet places. Dislike having to change location because of this.
Behaviour:
  • Personality: Each ghost is different. Some may weep in the silence, some may maniacally laugh or curse a whispering foul tongue, some may disturb rocky debris. They tend to do this away from other units (except Imps) so they're quiet around others.
  • Movement: They hover and glide gracefully and attack speedily. They have their own pathfinding routes through walls direct to their peaceful 'work' locations and so they slowly go through walls. When they arrive at the least traffic locations, they'll either stay still barely visible looking at enemy units or circulate those quiet pathfind routes and may appear inside and outside of walls before it Haunts. Cannot pass through Impermeable Walls, Magic Doors and Enemy Fortified Walls.
  • Lair: They do not sleep. They do not sleep! They are crazy insomniacs! They do not sleep!!
    NOTE: No lair for this unit.
  • Payday: They do not go to the Treasury. Instead, they go to the Spirit Chamber to chill for a while.
    NOTE: Spirit Chamber is not why they come to your dungeon.
Background
Undead have no purpose in the world but persist with their emotional memories so intense just when they died particularly those surrounded by unnatural influences. They can hide for a whole astronomical age and not be put to rest or could be within several years when their existence is finally delivered and put to rest, given a purpose or exploited by Witch Doctors. The moment their torment ends feels like everything and nothing at the same time.

These ghosts have no purpose but are tormented by their living memory which sustains them. Dark quiet locations provide contentment and prefer not to be disturbed. Ultimately they seek deliverance or purpose and so from time-to-time they'll pervert Witch Doctors and have group sessions at the Spirit Chamber.
 

Attachments

Last edited:
Likes: Varon

Ben Chandler

Impassibly Cool
WFTO Backer
Jan 23, 2013
311
87
310
#2
I really like this version of a ghost type creature.

I wander it rather than having it as a normal unit, it's more of an environmental thing. I.e. it technically belongs to the underlord, but cannot be controlled... It's just there haunting the corridors
 
Jan 3, 2013
3,245
739
495
32
#4
Don't you thing a single cheap trap would be enough to ''detect'' the enemy presence?

The idea of roaming ghost would be fine for some campaign event but otherwise, I don't think it's needed as separate creature since ghosts are confirmed already.
 
Aug 22, 2013
17
1
180
34
United Kingdom
#5
I originally thought of it as a Trap, too, though this one would be rather unique. My original thought of a Spook Trap still included a creepy presence that alarms the unit and player-Possessed. It would require Fortified Walls and long hallways to be set up.

To set up this trap your dungeon would need 1x(3+) or 2x(3+) tile hallways if this make sense like placing a room.
To disable, destroy or dispel this trap you'd have to destroy the walls or something.
 
Status
Not open for further replies.
Top Bottom