Friday, October 16, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — BLISTER WITCH


Blister witches are fanged, floating females with alabaster skin and wild, wiry chartreuse hair.  And that's wiry in the literal sense, as it's composed of jabbing copper filaments.

Blister witches generate incandescent electrical fields and secrete sizzling acid, so their touches are devastating.  They resurrect 1d6 weeks after being killed by anything other than drowning, and though fire doesn't cause them extra harm, blister witches panic around open flames of torch-size or larger.

Blister witches are as fond of revenge as they are purple...and they really, really love themselves some purple.  Rumors that they can metamorph into dogs are wholly unsubstantiated...but they can possess them (or any other living creature), hence the confusion.


Blister Witch
Attributes:  Agility d8Smarts d8Spirit d12Strength d6Vigor d10
Skills:  Fighting d10Intimidation d8Notice d8Stealth d4
Derived:  Pace 7Parry 7, Toughness 11 (4)
Hindrances:  Phobia (Fire, Major)
Special Abilities
  • Electro-Acid Touch:  Blister witches destroy matter with a touch.  Each full round spent in contact with a substance destroys 10 pounds of matter.  Harming living beings requires a Touch Attack; if successful, the victim must make a Vigor roll at -2 or suffer a Wound.  Extremely thick clothing (up to Armor +1) absorbs a Wound the first time hit (unless circumvented by a Called Shot), and Armor +2 absorbs two.  After that, the clothing / armor is effectively ruined.
  • Fear -2:  A blister witch's toothy, bone-white, luminous visage triggers Fear checks at -2.
  • Feel The Burn:  Anyone striking a blister witch in melee combat suffers 2d6 damage with AP 2.
  • Invulnerable:  Blister witches who are "slain" and buried return in 1d6 weeks, unless the death resulted from drowning / immersion.
  • Levitation:  Floats at up to 5' off the ground at Pace 7.
  • Melting Field:  Armor +4
  • Night-Vision:  Ignores penalties for Dim and Dark lighting.
  • Possession:  A blister witch can try to possess any creature (sentient or otherwise) with an opposed Spirit roll.  If the witch fails, she may not attempt it against the same victim in the next 24 hours.  With a success, the blister witch is now inside the host's body and in complete control of it, with access to thoughts and memories.  The witch can take control whenever she wants, but after committing any particularly heinous act, the victim may make an opposed Spirit test to wrest control for 1d6 hours, or 2d6 hours with a raise.
  • Teleport:  In a cloud of green vapor, blister witches can disappear and instantly reappear up to 24" distant.
  • Weakness (Water):  Blister witches suffer -2 to all Trait rolls when there is a body of water larger than a drinking trough within 5', and suffer 1d6 damage when doused in at least a gallon (with +2 per additional gallon).











Inspired by The Scooby-Doo Show episode #28, "To Switch A Witch" (1978).

And for the Mutant Future version, click here!

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