The Pilgrimess

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STR: NA     WPR: 7 (105)
DEX: NA     PER: 6 (90)
AGL: NA     PCN: 6 (90)
STA: NA     PWR: 130
ATT: 1/*      WND: 0*
MV: F 75 (incorporeal)
Experience: 1,000
Ghost Powers
Excise Living
Supernatural Touch
Weakness: can be held at bay with ghost script engraved glass
The Pilgrimess is the ghost of Isabella Smith. In 1675, Isabella sailed across the Atlantic Ocean in search for a warm comfortable home in New England, but the tight-knit townsfolk didn’t trust outsiders and isolated her from the town. The town’s livestock began to die mysteriously so the local preacher accused her of witchcraft. As more livestock started to fall ill, the preacher acquired a mysterious illness. The town rallied into a frenzy, cornering Isabella in a barn, which they lit on fire. Isabella miraculously crawled out, still alive without a single burn. So instead, she was sentenced to a slow death in the stocks, where she stayed for weeks on end while children stoned her, women cursed her, and men spat on her. The humiliation grew far worse than the pain, so finally Isabella succumbed to starvation. Her ghost is walking around with her hands still locked in the stocks.
 
 

Supernatural Touch: With this power, a ghost can deal physical damage to an opponent. It uses the opponent’s unskilled melee score as the column for resolving damage. With a C result, the character also feels a bone-numbing chill that paralyzes him for one round.

Excise Living: A ghost may use its supernatural powers to terrorize a victim, instilling fear in him. This costs 5 WPR per round and may affect all characters in a 30’ radius. Each character resolves the specific check for the attack separately against his WPR column.
S = The victim finds himself unable to move for one round, though he may stand in one place and attack or use other skills or abilities.
L = The victim is frozen from fright and can only defend against melee with column 1 or column 3 for missile attacks.
M = The victim runs away in fear as fast as he can for as many rounds as the power is in effect, accounting for any Stamina loss from sprinting or running. In addition, the victim loses two points of WPR per round the effect is active.
H = Same as L, and the victim loses two points of WPR per round.
C = The victim is overwhelmed with fright and loses consciousness for as long as the power is active. In addition, the victim loses two points of WPR per round.

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