Ghosts WIP

## General

Ghosts are enemies, which should be hunted by players. Each ghost have parameters: type, age and mood. These parameters determine ghost visual model, behavior, abilities and vulnerability to protection items.

To hunt a ghost players should successfully finish three stages:

* Materialization. Players should determine type, age and mood and upload it into materialization device.
* Weakening. Players should done few tasks and use few protection items in right order.
* Catch a ghost with a special trap

## Ranks

Ghosts types separated by 4 ranks. Ghost rank determine minimal player level, required to face this ghost in game. Rank 1 ghosts available for all players, rank 2 for players 10+ lvl, rank 3 for players 20+ lvl and rank 4 for players 30+ lvl.

###### **Tips**

* In general, low ranks ghosts have more protection items and less steps in weakening ritual
* In the party game only a highest level has a value. So if 3 players have 8lvl and only one have 13lvl, rank 2 ghost may be spawned.
* Game modifier High Rank prevents rank 1 ghosts spawn. But if rank 2+ is unavailable for player/party, rank 1 ghost will be spawned anyway. Only this modifier provides no additional exp/money.
* Rank 3 ghosts have mimicry ability.
* Rank 4 ghosts have stealing consciousness ability

## Types

Ghost type determine ghost abilities, visual model, rank and resistances to protection items. Also ghost type determine few research evidences: temperature, EMF, footprints and notebook/cubes. At materialization stage, these evidences is main way to determine ghost type.

###### **Tips**

* Different ghosts types have different visual model and animations. But, before hunters materialize ghost, all of them have same model and animations named indefinite ghost.
* At the training base basement you may check how many ghosts of each type you catch in your career. Have no matter who throw trap — ghost catch will be credited for all players in party.
* Different types have different abilities, like "turn on the water taps". In some cases, this may be used to determine ghost type.

## Mood

Ghost mood may have one of four values: calm, concerned, aggressive, hunting. More aggressive mood force ghost to more often perform ghost activities: lock doors, attack players, start hunting, interact with items. To determine a ghost mood you may use the radio and the voodoo doll. Also mood may be estimated by ghost activities frequency and special abilities usage.

###### **Mood abilities**

Each mood provide to ghost additional abilities:

* Calm: can lock players in rooms.
* Concerned: can throw interior items at players (hit may slow down the player).
* Agressive: can lock passages by furniture.
* Hunting: can cause false attacks (includes false running attacks and false special hunt)

More aggressive mood provide possibilities of all less aggressive moods. So a ghost with "Hunting" mood can use all listed abilities, not only "false attacks".

###### **Tips**

* Special mood abilities may be used to determine ghost mood. For example, if ghost plays with furniture, you may be sure its mood is "Aggressive" or "Hunting".
* Simple bracer and improved bracer provide to hunter a dragging protection. But a player still be notified about a drag try by the icon in left bottom corner and specific sound. So, when you use these bracers, you still have the possibility to estimate mood based on ghost activities.
* Ghost have no possibility to move furniture to any place. For each map defined limited count of options.
* In some map ghost have no possibility to lock player way to the outside by a furniture but in other — have.
* Furniture moving ability great synergies with with Run or Die! game modifier.
* Ghost with concerned or aggressive mood doesn't interact with voodoo doll, not throws or raise it. But ghost still have possibility to interact with voodoo doll like with regular item — move it around.

## Age

Ghost age may have one of four values: young, middle, older, ancient. To determine a ghost age you may use the ouija board and the particle counter. Also age may be estimated by special abilities usage.

###### **Age abilities**

Each age provide to ghost additional abilities:

* Young: can drag player's items off the floor.
* Middle: can suddenly appear in front of players.
* Older: can repel stationary protective objects (like withering light or plasma absorber).
* Ancient: can throw throwing protective objects flying at him.

Older ages provide possibilities of all younger ages. So a ghost with "Ancient" age can use all listed abilities, not only "objects throwing".

###### **Tips**

* In half cases ouija board is enough to determine ghost age. Only in case when ouija board moves from side to side you need additional info to be sure about ghost age.
* When ghost activate ouija board special sound appear. Sound appears even in case, when activation result is "doesn't interact". This sound is way to understand was board activated with "doesn't interact" result or wasn't activated at all. You may test it at training base.

## Protection items

Game provide various protection items but ghost may have partial or full resistance to it. Resistances bases only at ghost's type and doesn't depend of mood or age. For each ghost type exists three list of items:

* Protects (green). Items in this list have full effect on ghost. When player use this item ghost will stop hunting for a standard time.
* Protects and irritates (white). These items also may stop a ghost, but for shorter time.
* Doesn't protect (red). These items will not have effect on ghost.

###### **Tips**

* Hunters may use any amount of items from 'protects and irritates' list without make ghost irritated.
* Stationary protective objects will try to attack ghost even if it have full resistance.
* In general, ghosts with bigger ranks have less items in "Protects" and "Protects and irritates" lists.