Ghosts are part of the Undead group. Copy and past to join in-world:



See the Undead group for any leadership information. You are free to make your own unofficial Haze (group of Ghosts), according to the unofficial grouping rules.


In traditional belief, a ghost is the soul or spirit of a deceased person that can appear, in visible form or other manifestation, to the living. Descriptions of the apparition of ghosts vary widely from an invisible presence to translucent or barely visible wispy shapes, to realistic, lifelike visions. The deliberate attempt to contact the spirit of a deceased person is known as necromancy, or in spiritism as a séance.

Ghosts are generally described as solitary essences that haunt particular locations, objects, or people they were associated with in life, though stories of phantom armies, ghost trains, phantom ships, and even ghost animals have also been recounted. Ghosts in Ascension come in many different forms.

Ghosts may be of any race that can die, though they do not carry any racial attributes or powers with them to the afterlife.


You may choose a haunt for your ghost character. Ghosts are not locked to their haunt, but they prefer to be there and have more energy to manifest and perform feats when in the comfort of their haunt. Public spaces (under a bridge, the cemetery, the docks, etc) do not need any sort of permission. To haunt a business or other location, get permission from the business owner to be a 'resident ghost.' Private homes may not be haunted without permission of the renter!

Ghosts can also haunt any given object. You are free to be linked to an object in the occult shop, or choose something else on sim, either physically present or NPCd as your haunted object.


Ghosts in Ascension manifest in one of two forms.

Spectral form

The typical ghost. Generally translucent, hovering, and clearly some sort of phantasm.

Corporeal form

Looks like the person did just before death, and may be something that looks almost normal, or may be gruesome and indicate the manner in which the person died.

Ghosts may appear in period clothing where appropriate (for example if they died in the 1800s). The player may choose if they want their ghost to be seen or not. IF you are playing a ghost that would not be readily seen by others, you must note this in a titler...otherwise other players have no idea that they shouldn't see you! Bear in mind that you should not expect mediums/psychics and other such characters to NOT see your ghost.


The age of the character is how long they have been a ghost. Ghosts of people that died in Ascension are capped at around 200 years of age, since the city was founded in the early 1800s.

If your ghost is attached to an ITEM that was brought into the city, you may play an older ghost.


Feel free to drop suggestions for additions to the types of ghost if you have a good idea for a character!


Generic spirit.

White Lady (or Man)

Generally take a spectral or ethereal form. Often seen on roadsides or in cemeteries. Grieving spirits.


They are invisible spirits that may be merely pranksters or may be malicious. They can generally be sensed by sensitive characters. A poltergeist usually haunts a location where something bad has happened, and are generally associated with negativity.


Generally viewed as ' bad omens'. A wraith appears as a sinister, spectral figure robed in darkness with glowing red eyes. A wraith is powerless in natural sunlight and will flee from it.


A revenant is a visible ghost or animated corpse that was believed to return from the grave to terrorize the living. Though later legend and folklore depicts revenants as returning for a specific purpose (e.g., revenge against the deceased's killer), in most Medieval accounts they return to harass their surviving families and neighbors.


A fetch is a supernatural double or apparition of a living person. A sighting of a fetch is generally taken as a portent of its exemplar's looming death.

Banshee/Bean Sidhe

Most often she appears as an ugly, frightening hag, but she can also appear as a stunningly beautiful woman of any age that suits her. Although not always seen, her mourning call is heard, usually at night when someone is about to die and usually around woods.


Ghosts do not have many strengths or weaknesses in general. This is offered as a fun, intriguing character to play to add richness to the sim.

All ghosts carry the following attributes. You can additionally roleplay having other attributes that are not listed here, as long as it is for adding flavor to roleplay. You can’t add other offensive/damaging skills.


They may emit a loud, shrill wail that may be piercing enough to cause the living to drop everything and cover their ears.


They cannot be killed or injured, since they are already dead. However, they could potentially (with consent) be exorcised from a location/item.


While they cannot generally do harm to the living, their touch is icy and their presence may be unnerving.


The Ghost possesses and claims a mirror (no other reflective surfaces but strangely enough a TV will also work!) to show images to another person of the  ghost's own past. An entire story cannot be 'told' this way, only fragments and images will be shown.


The ghost may move small, unanchored items such as chairs, pencils, books, etc. They cannot move anything larger than an ordinary person might move. Use of this power requires an external source of energy, and will make lights flicker or drain electrical power in an area surrounding the ghost in order to give them the strength to manifest a physical "push" on an object.


The Ghost can very rarely appear as they would, when they were yet alive, with full normal appearance prior to their death, just as lively as they were before, flesh and bones. This is a plot /storyline maker power, and can only be used once a week.


The ghost will hover and float and move about in such a mesmerizing, eye-catching way that the target may find it impossible not to just stay in place and watch. Other distractions can pull the target out of their reverie.


Ghosts may walk through walls of stone or wood. They cannot walk through metal walls due to interference with the spirit energy, and they cannot bring anything with them or take anything out of a location.


The Ghost makes direct eye contact and makes a request that the victim may feel an irresistible urge to comply with. Used in particular to perform an action that the ghost themselves cannot do.


They are ghosts! Therefore they cannot interact very much with the living world. They are in a spirit plane, a limbo between realms. They are not very powerful, and can be exorcised.  

Ghost characters must have at least three weaknesses. Two must be from the following list; a third can be your own. Bear in mind that character flaws (alcoholic, violent temper, selfish) are not the same thing as weaknesses.

Seance Susceptibility

If a seance is being performed in the area, they feel an urge to manifest that they can't resist.  

Salt Lines

Salt lines sprinkled around doorways may keep a ghost from entering.

Red Brick Dust

Red brick dust sprinkled around doorways will keep evil spirits from entering. (But not affect neutral/good ones)


The ghost can only manifest after dark.


Lead-lined containers may be used to trap and keep or transport a ghost with this weakness.

Graveyard Dirt

Possession of the dirt from the ghost's own grave may render them subservient to the person who possesses it. Obviously requires knowing the location of the grave and is consent-based.

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