Morgul Phantom

Levels: 37+, 10 d6, 9 d6 checks

Checks: Strength: Level+8, Dexterity: 14-17, Stealth: 25-40, Movement: Level+10, Stamina: Limitless, Intelligence: 14-18, Instincts: 16-20, Willpower: Level+10

Traits: Phantoms are surreal in that they are both tangible and ethereal.  Their vital force makes them telekinetic, but an aura surrounds them, making them visible, when they tap this force and apply it (seen for 1 turn).  Haste-{movement+10}.

Viable Form: Morgul phantoms can take a viable form, meaning they appear as they did in life.  This lowers their level while viable (-5).  As viable forms, they have no scent, cannot feel anything but those things which can harm them, and their will can be affected.

Attack Damage:  Level = Damage.

Damage:  All normal weapons do 1 damage by scattering their vital force, which acts as their health.  Holy powers and electrical attacks do 2 damage.  Raise the dead does 5 damage.

HP: Level = Hits to Destroy.

Powers
Freezing Touch: -2 stamina, -2 mvm per ace, damages
Deathly Presence: -2 willpower on contact, damages
Soul Tap: -2 willpower per ace, double damage, boosts phantom's willpower
Devour Soul: On death for +1 Level
Telekinetic Blow: Strength=Damage
Telekinetic Command: formulation of telekinetic commands, vs. strength and power
Staggering Bolt: -1 HB to target per AR spent, also damages, ranged attack

Immunities:  Mental attacks, Attacks that affect the will, Disease, Cold, Fire, All other attacks but those listed under damage.

Appearance

    Size and spirit shape of creature they were in life.  Invisible to the naked eye.  Metaphysical or spirit sight required to see them unless they take viable form.

Information

    Phantoms died a violent or unbearable death which actually fused their spirits with a vital force so powerful, that it made them into a viable and powerful ghost.  Phantoms are very seldom docile, and are often excessively hostile when guarding a territory that was their's, or that they were familiar with in life.  Those who wandered in life wander as phantoms in death, and are less hostile or aggressive (1 d6 chance of attack, 1-They attack).  They have spectoral voices which sound unnatural. Like all spirits, they are tied to a place, object or person, which if destroyed, will release the spirit into the spectral realm permanently.



Contents by JD and Sparky © Copyright 2008