Proposed Race #3
Race name: Planeshift Ghost Nomads
Abbreviation: PN
Ship call sign: PN
Leader Name: Ibrahim Mir
Homeworld: Azrael
Appearance: PN “race” itself is multicultural – has no default racial type.
No “leader” per se, rather decisions are made by a ‘learned council’ that basically video-conferences into the meeting onto screens that rotate around a central apparatus/projection that interacts with the player.

(img src = screengrab from “visage chapter 2” video game (idk what this game is I just found a pic of it)).
Like above, but not dark/gothic (but still partially built by ghosts so not exuberant either). Mirrors levitated and slowly spin in a circle. In each mirror is a somewhat grainy image of an alien or small group of aliens (random aliens, drengin, torian, etc – no synths; the PN are multiracial their leadership should reflect that), and ~half of these aliens are Planeshifted – thus appropriately “ghostified” in appearance.
A whispy tendril extends from each mirror to the center of the circle where the central apparatus/projection that interacts with the player is located. This central apparatus might look something like the Eye of Sauron in the LoTR trilogy with a similarly styled mouth underneath it.
This central apparatus itself should have some quality of being slightly “shifty” as if it’s not solidly tethered to any specific place. Similar to the Callistege Companion NPC in the game Torment: Tides of Numenara
https://www.youtube.com/watch?v=Uc1JxhmuVyQ
https://numenera.fandom.com/wiki/Callistege
Flavor Text:
Monastic orders settling in the depths of space are as old as exploration itself, though many of the ghost stories told there are eons older still. Usually these are simply stories to pass the time. Usually. But if one spends enough time in the reaches a great many stories turn out not to be simply made up at all – ghost stories being one of them.
The Planeshifters learned this after spending eons in the darkness, “Ghosts” were merely those who transitioned to a parallel plane of existence that mirrored our own. Furthermore, those who adequately prepared their minds, bodies, and souls for the journey could actually transition their full selves to one of these parallel planes instead of the damaged and haunted semblances of the former lives observed in those old ghost stories. Thus the term “ghost” is taken as a bit of a pejorative as to be Planeshifted is something greater than what a mere ghost could ever hope to have experienced. However, multitudes of races have their ghost stories – so the designation stuck.
Planeshifted individuals were freed from many of the material and social constraints of this plane of existence, and thus represented a new form of wisdom, perspective, culture and intelligentsia. Furthermore, once Planeshifted, individuals were also freed from resource constrains on interstellar travel, migration and settlement. Thus this once monastic order inadvertently attained the trappings of a sprawling empire. An empire of ghosts and shadows, but an empire nonetheless.
They say that every ghost must taste the darkness. Just don’t call them ‘ghosts’.
Faction abilities:
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PN have two simultaneous forms of pop:
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Hadir: regular “alive” citizens
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Planeshift (“ghost” = slang) citizens that are converted from the “alive” citizens.
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Planeshift pop does not grow automatically, must be “built” ie converted.
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Planeshift pop doesn’t count toward pop cap (but total planeshift pop cannot exceed pop cap. Example if planet pop cap = 10, can have 10 pop + 10 Planeshift pop = 20 pop total)
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Produces faction influence proportional to pop even on planets not controlled.
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+0.1 diplomacy for every alien core world with Planeshift pop (or a Ghost Leader). +0.2 diplomacy if the Planeshift pop = pop cap (ie is “maxed out”).
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??Mechanic: Once Planeshift pop = pop cap keep the +0.2 Diplomacy, or make player try to keep up with transports etc when planets inc pop cap w terraforming, etc? TBD – “keeping up” doesn’t sound particularly fun, more like bookkeeping/work
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Leaders:
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Both Hadir and Planeshift Leaders may be recruited.
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Like the populace, both a Hadir and Planeshift leader may be assigned to the same post (ie double leaders).
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Echos of Battles Past:
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Having two parallel societies however increases some costs:
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Executive orders cost 2x the ‘political capital’ points.
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‘Political Capital’ points are much more difficult to attain. TBD how/%
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Trade offers cost 1.5x the ‘trade points’
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TBD other costs related to coordination problems that make sense.
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Special buildings.
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Mausoleum of the Planes (one per player vs one per sector?): +25 Influence, +25% Influence, 1% Tourism, +30% Morale. Every turn planet receives bonus Planeshift pop equal to 1% of entire (non-planeshift) pop in influence connected to planet on which Mausoleum of the Planes is located.
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Necropolis Gate (one per planet (you wouldn’t want more than one)) +10 Influence, +10% Influence, +20% Morale. Every turn converts all pop growth over pop cap into Planeshift pop instead.
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Library of the Planes: +influence, +research, +morale. TBD/Balance
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Special ships/modules
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Special building projects
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“ghostify” enemy prisoner leader – turn alien prisoner leader into crappy ghost version of their prior selves.
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Whatever he/she is assigned to produces Planeshift ideology also (??~20% TBD/Balance).
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Enemy prisoner leaders did not properly prepare their mind, body and soul for the transition, thus retains only 50% of prior attributes.
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Ghostified Leaders can also be assigned alongside regular leaders by alien factions: ie they can have 2 leaders if one of them is a Ghost, so get 150% of usual Leader attributes for the post, at the cost of generating PN influence.
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Of note: Synths cannot be Planeshifted (ie pop) nor Ghostified (ie Leaders).
Faction abilities:
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Racial traits:
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AI traits
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prioritizes influence, research, trade.
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Aggressively exports Planeshift pop once their production starts ramping up
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needs to be pushed pretty hard to declare war
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AI interactions
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Somewhat fatalistic in demeanor.
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Comes across as wise & taking the longer view of things
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Not really concerned about slights or petty/transient events
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lots of “We’ll need to think about this issue and get back to you,” “We must discuss this amongst ourselves” etc type of statements.
Other notes: consideration for missions based around 1001 Arabian Nights themes. Also considering mechanic for a “wish” system: Djinn, Genie, Efreet problem where you wish for something and either literally get what you wish for, get what the Djinn interprets you actually wanting (usually the best), or get something in line with your wish but bad for you. Not sure, this would be difficult to do.
Other rough notes that I might need to look at later:
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TBD Ghosts retain characteristics of orig race or just generic? I think generic – revisit?.
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Will need mechanic to get organic population, growth, slaves, etc? - I think I fixed this issue with necro gate changes.
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Ghost morale balance/probs? I think generally ghosts should offset their own pop/morale, ie they shouldn’t really need morale buildings.