Phasmophobia

Phasmophobia

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GrimAtrament Nov 3, 2020 @ 11:42am
new ghost types
these are based on my discord suggestions in case you are wondering why they have an odd format.

ghost type Dullahan (headless horseman.)

A restless spirit of one who died from having their head violently removed from their body wanders seeking revenge for their death.


Effects: cannot see (or at least not very well, but super sensitive to movement and sounds. if you run, it can hear you and chase you can listen to low sounds Faster than ordinary ghosts, and you can't outrun it, but while hunting, if you walk while crouching, you can sneak around it.
becomes more active when there is a lot of noise and people are running a lot.

weakness: salt slows its movements. (or possibly add silver as an item.)

evidence EMF5, ghost orbs, splashes of blood (on wall with uv light.)


ghost type Will o Wisps (or just Wisps.)

the spirit of a person who died in a fire and burned to death and wandered around in agony.
Spirit often appears as a burning figure.

Effects: more likely to hunts people who have an active lighter. Will light any unlit candle. Will sometimes scream through the radio in pain. Can be angered by burning smudge sticks some times tea on stoves will whine and make noise. Can't find its room with temperature because it's not cold.

Weakness: less likely to hunt players in a group can be warded off with salt.

evidence: (dry air high CO2 levels) spirit orbs, EMF 5


ghost type Strigoi
evil spirits of people who have committed horrible acts in their lives in attempts to achieve immortality.

Effects: more active with more people, start hunts often and randomly can trick players with its voice asking them to open doors over the radio or laughter. (will some times trick players by saying "it's clear," during a hunt.) Light anger it and will often blow out candles and shut off night vision or flashlights fast-moving ghost. Very communicative.

Sinks and baths fill with blood.

Weakness: crucifix can prevent hunts, and Uv flashlight beams can slow it.
Evidence: finger prints, Spirit box, ghostwriting

Ghost-type Umibozu
the dead soul of someone who drowned at sea now hunts sailors, and people near the ocean drag them to the watery deeps.

Effects: when hunting. All sinks turn on bathtubs, and other water sources flood over, leaving water on the floor that can hamper movement. more likely to hunt people near water sources. salt angers it.

Weaknesses: slow at the start of the hunt and only goes up to normal walking speed. less likely to hunt while in large groups.

Evidence: (possibly air quality, moist air,) Fingerprints on faucets or windows. Ghost orbs.


Ghost-type, Ghoul(or wendigo), the hungry ghost, a cannibal ghost of one who died stranged alone, died of starvation after eating other people to survive.

Effects: Will say "so hungry," sometimes in your ear, or can hear snuffling sounds like something smelling the air. Claw marks can appear on the floor or ceiling as if something crawled across it. Ghosts will hide on celling or behind objects. Hunts more actively when people are split up. Unlike some ghosts will target people with the highest sanity rather than lower. Will drain sanity when a hunt is active.

Weaknesses: smudge sticks (or add sage herb to burn.) obscure "sent." making hunts less likely.

evidence, spirit box, writing, UV light, (or possibly air quality detection high CO2 decaying air.)
Last edited by GrimAtrament; Nov 3, 2020 @ 4:21pm
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Showing 1-3 of 3 comments
Eguzky (Banned) Nov 3, 2020 @ 2:30pm 
Interesting ideas but you don't want obvious things like 'sinks fill with blood' or 'screams over the walkie-talkie'.

The SECOND one of those things happens, the player would know what the ghost is, mark it, and leave.

That is why every unique ghost effect (faster sanity drain, being more/less aggressive in the dark/light, moving multiple objects) are so subtle; they are hard to realize and reward a player for figuring it out.
And everything OBVIOUS (handprints, freezing temperatures, etc) are shared amongst multiple ghosts. So you can't go 'Only Spirit leaves a handprint! We can leave in the first 5 seconds!'

This is ALSO why the ghosts don't have unique models. If Will-O-The-Wisps were the ONLY ghost to turn into a burning man, and you see a burning man; mission done. No need to keep finding clues.

The moment a ghost starts filling the bathtub with 20 gallons of blood, you've removed all subtlety and shown an effect unique to ONE ghost. Mission done. 0 effort. 0 fear.
GrimAtrament Nov 3, 2020 @ 4:33pm 
Originally posted by Eguzky:
Interesting ideas but you don't want obvious things like 'sinks fill with blood' or 'screams over the walkie-talkie'.

The SECOND one of those things happens, the player would know what the ghost is, mark it, and leave.

That is why every unique ghost effect (faster sanity drain, being more/less aggressive in the dark/light, moving multiple objects) are so subtle; they are hard to realize and reward a player for figuring it out.
And everything OBVIOUS (handprints, freezing temperatures, etc) are shared amongst multiple ghosts. So you can't go 'Only Spirit leaves a handprint! We can leave in the first 5 seconds!'

This is ALSO why the ghosts don't have unique models. If Will-O-The-Wisps were the ONLY ghost to turn into a burning man, and you see a burning man; mission done. No need to keep finding clues.

The moment a ghost starts filling the bathtub with 20 gallons of blood, you've removed all subtlety and shown an effect unique to ONE ghost. Mission done. 0 effort. 0 fear.
i am well aware that in it's current state some stuff i mentioned would be easily spooted, but i think that if more ghost types were present then they would not be so unqiue. it would also help if more clues existed then just 3 currently.

these 5 ghost types i considered as a baseline i do have other ideas i am thinking of that would share similiar traits, but i am still working on the details for them.)
as for the will o wisp
the will o wisp wouldn't have to be on fire
the main idea behind it was to have a more ellusive ghost to track it's room down.

so you dodn't soley rely on the temp to find the room like the current game does.

hell hound(or infernal.) (which would have shared atributes to will o wisp and ghoul. i.e claw marks and temp)

fetch which would also use the players own radio similar to the Strigoi and ghoul.

Phantasm would also have the bloody sinks, but aalso have some similiar traits to a wraith such as the can see through doors.

these are three i am currently working on as a concept.

currently trying to think of a type that would share traits to the Umibozu since we are probably going to have coastal maps at some point
Last edited by GrimAtrament; Nov 3, 2020 @ 4:37pm
CrazBlox Nov 4, 2020 @ 9:36am 
Good idea but maybe make the noises/hints more diverse like when the Ghoul says "so hungry" then you know it's a Ghoul so maybe also Yurei, Wisp, Demon, and Revenant can do that also.
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Date Posted: Nov 3, 2020 @ 11:42am
Posts: 3