Phantom

Levels: 31-35, 8 d6, 7 d6 checks

Appearance: Size and spirit shape of creature they were in life.  Invisible to the naked eye.  Metaphysical or spirit sight required to see them.

Checks: Strength: Level+3, Dexterity: 12-15, Stealth: 20-35, Movement: Level+2, Stamina: Limitless, Intelligence: 13-16, Instincts: 14-17, Willpower: Level+5

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).

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.

Attack Damage: Level=Attack Damage.

HP: Level = Hits to Destroy.

Powers:
Chill Touch: -1 stamina, -1 mvm per ace
Dread Presence: -2 willpower per ace
Soul Tap: -1 willpower per success, damages
Devour Soul: On death for +1 Level, at Level 20 they become Morgul Phantoms
Telekinetic Blow: Strength=Damage

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

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).  Some mages can call phantoms out of areas where people, creatures, or animals died violent deaths. 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