Neon phantoms are mincing humanoids with thin, blue skin that reveals the luminescent skeleton within. Their high-pitched voices really grate on the nerves.
The beings feed on electricity, and neon phantoms can both generate light and manipulate ambient illumination.
The beings feed on electricity, and neon phantoms can both generate light and manipulate ambient illumination.
All artifacts found in a neon phantom's hoard will be completely depleted of energy, no matter their power source.
Neon Phantom
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d8, Notice d6, Shooting d8, Taunt d6
Derived: Pace 6, Parry 5, Toughness 5
Special Abilities
- Electricity Absorption: Neon phantoms feed on electricity, and make a Vigor roll when attacked by that energy type. Each success and raise eliminates a wound. Furthermore, with a Spirit roll and an action, neon phantoms nullify all electricity and electric-powered devices in a Large Burst Template.
- Fear -2: A neon phantom's unnerving voice and demeanor triggers a Fear check at -2.
- Glow: Neon phantoms can generate light, ignoring Dim, Dark, and Pitch Black conditions. Accordingly, opponents gain a +4 Notice bonus against them when doing so.
- Invulnerability: Neon phantoms are immune to all electricity- and light-based attacks.
- Jolting Touch: Str +d6 damage. And, unless insulated, anyone successfully striking a neon phantom in hand-to-hand combat suffers 2d6 damage.
- Strobe / Darkness: By controlling available light sources (or generating their own luminescence), neon phantoms Blind all targets in a Large Burst Template.
- Teleport: Neon phantoms can disappear and instantly reappear up to 24" distant [see p. 45 of the Super Powers Companion for specifics].
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Inspired by Scooby-Doo and Scrappy-Doo episode #4, "The Neon Phantom Of The Roller Disco" (1979).
And for the Mutant Future version, click here!
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