Voltergeists are the sizzling psychic manifestations of those killed via electrocution. The hostile beings appear as portly, plodding, 8'-tall bipeds composed of crackling energy. Despite their incandescence and noisiness, voltergeists are bizarrely stealthy.
Voltergeists can burn through any obstruction.
Voltergeists feed on electricity, and absorb it from any contraption they contact. They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.
Voltergeists can burn through any obstruction.
Voltergeists feed on electricity, and absorb it from any contraption they contact. They also hate mechanical devices in all their forms (including robots), and target them for destruction after dealing with living opponents.
Voltergeist
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Climbing d6, Fighting d10, Intimidation d12, Notice d6, Stealth d10
Derived: Pace 4, Parry 7, Toughness 10
Special Abilities
- Burning Touch: STR +d8,
- Electricity Leeching: Voltergeists feed on electricity. With a Touch Attack, they completely drain all electrical devices, rendering them useless until repaired.
- Fear -2: A voltergeist's sizzling menace triggers Fear checks at -2.
- Incandescent Shielding: Anyone who attacks and hits a voltergeist hand-to-hand suffers an automatic 3d6 damage.
- Incineration: Voltergeists can burn through any obstruction, with simple locks and doors taking a round and thicker walls and barricades up to 1d6 rounds.
- Invulnerability: Immune to all but psionic- and magnetism-based attacks, and all adverse environmental effects.
- Size +2: Stout and stocky.
- Sizzle-Vision: Ignores penalties for Pitch Darkness.
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Inspired by The Scooby-Doo Show episode #4, "Watt A Shocking Ghost" (1976).
And for the Mutant Future version, click here!
And for the Mutant Future version, click here!
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