> A seemingly shy ghost, the Sihuanaba lures in its prey with a false sense of safety. The longer one stays within its domain, the more dangerous it becomes. > > Strength: The Sihuanaba can lure it's prey into a false sense of safety while rapidly growing more dangerous if they stay within it's favourite room. > > Weakness: The Sihuanaba relies on luring prey into its domain. Outside of the ghost's favourite room, it is not as threatening. > > Evidence : Ghost Orb, Spirit Box, Ultraviolet
I got inspired by a different thread someone recently posted (see here) about ideas for new ghosts, and came up with my own.
The main thought I had while coming up with this one was to have a ghost that acted opposite to a Thaye, but I also realised that there was still one set of evidence left that a Mimic could try to trick you with if you weren't thorough in investigating.
Mechanics: The ghost would start in a 'docile' state, having a hunting threshold of only 15% and having a very low activity. The moment a player enters the ghost room for the first time, a 30 second timer would start. If a player is still within the room after 30 seconds, the hunt threshold would increase by 5% (becoming 20%) activity would also increase slightly. If the ghost doesn't detect anyone, the timer will start over without increasing aggression.
This ability would continue to increase its aggression until it matches a normal ghost's values of 50% hunt sanity and normal activity. At this point, the ability timer gains a new effect in addition to its old behaviour.
From then on, if the same player is affected by this ability twice in a row (as in, the ghost detected the player within its room with two consecutive ability uses), they are drained of 5% of their sanity. If the player's sanity is at or reduced to 0% when this occurs, the ghost immediately attempts to start a hunt (ignoring any incense affecting it when doing so). This can be avoided by only staying in the room for less than a minute, allowing you to avoid consecutive ability procs.
Once the ghost reaches 75% hunt threshold through this ability, it would no longer increase its threshold or activity any further, and would resemble a Thaye that hasn't aged. However, it would still activate its ability in this state, causing players who stay in its room for too long to start losing sanity.
I've considered the ghost's movement speed while hunting to also be opposite of a Thaye's, but I think this ability is enough of a threat that it could simply have normal ghost speed. This might make it hard to figure out the ghost if playing on no sanity, but I think the ability to force a hunt at 0 sanity with its consecutive ability trigger is enough of a tell by having the player use incense on the ghost and having it trigger a hunt when it should be prevented from hunting.
Edit: For the sake of not making players wait 5 minutes before having access to the tell, I'll change it so the hunt at 0 sanity can proc regardless of the ghost's age. The sanity loss part would still only happen later on, though.
I'd love to hear everyone's thoughts. I'd also love to see more ghost ideas, reading about the Akh in that other thread was a lot of fun.