Showing posts with label ghost. Show all posts
Showing posts with label ghost. Show all posts

Friday, May 27, 2011

Possessed by Unholy Fire

Hi people! Thanks for using the rating-poll! It gives me some idea of what works... for you! I'm updating earlier than I expected, so the rating is now for the Myraclion. Have a nice weekend, and stay out of trouble. GHOST!!!



≡MYRACLION≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Catacombs and crypts
FOOD: Spirits and souls
AGGRESSION: High
SIZE: 13 feet (390 cm) long with tail
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 12-18
AGILITY: 12-18
ENDURANCE: - (see 'Powers')
INTELLIGENCE: 3-6
MENTAL RESILIENCE: 3-18
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

SPEED: Flying (eagle x 0,1)
(Multiple is times human speed)

MAGIC POWER: 3-18
(Ranges from 0-100)

HIT POINTS: 18-24
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 2
BACK: 0
HEAD: 2
TAIL: 1
TENTACLES: 2
(If Full Plate Armour is 10)

When in material form, the Myraclion is covered in an amphibian-like skin, which is highly flexible and gives only minor protection. Its back is softer still and very vulnerable to injury. Enchanted weapons or arms forged from silver are required to cause harm to the Myraclion. The creature can turn from ethereal to material form in a single round, but once a physical revelation it needs at least ten rounds to return to a fully spectral state.


------ATTACKS/DAMAGE---------------------------
1 FLAMING TAIL: 1–6 (+ unholy flame, see 'Powers')
8-12 TENTACLES: 1–3 (+ unholy flame, see 'Powers')
(If a Long Sword causes 1-8 points of damage)

The Myraclioin favours its tail when attacking, and uses the many short tentacles only when it deals with unarmed prey, or defending itself against several opponents at once.


------POWERS/EFFECT-------------------------------
UNHOLY FLAME: The searing fire of the Myraclion, which burns red at the end of every tentacle, can cause great physical harm, but also bites into the soul energy of those touched by its evil. The unholy fire is twice as hot as any normal flame, and causes 2-12 points of fire damage at touch. In addition to this it drains the victim of energy. The drainage causes a temporary 1-4 point reduction in Strength, Endurance, and Mental resilience, lasting 6-12 rounds. Half of these points are immediately added to the Myraclion hit points (but not beyond its maximum). The rest goes to energize its fire. The victim must complete a successful saving throw for each of these characteristics, or the loss will last another 1-2 weeks. Each following touch will cause additional harm and require new saving throws. A severe failure (5% chance) with these throws causes a permanent 1 point reduction in the respective characteristic. Good clerics, rangers, druids, and similar character classes are less prone to the Unholy Flame and should be offered a bonus to these throws depending on level/experience. Holy robes, magical armors, and spells may offer various degrees of protection, but typical charms vs fire are insufficient. When fully saturated, the Myraclion can stay in physical form for about forty-two hours, before the flame fades. As long as the flame burns, it doesn't get tired.

POSSESSION: If any characteristic is drained completely by the burning touch of the Myraclion, the victim collapses. When that happens the unholy force of the ghost gains access to the soul of the victim and possesses it. As the afflicted person regains consciousness nothing special can be sensed or noticed, but henceforth whenever on the brink of death, such a possessed being will start glowing with a ghostly fire, and by touching other life-forms he or she may use the power of drainage to regain lost energy and hit points. By fueling the flame the possessed being may be fully restored. The flame will burn until the person calms down, and it will not return until the possessed one is once more acutely weakened and faces the risk of dying. Every time this flame is revived the carrier risks losing control to it. A simple saving throw vs mental resilience should be performed each time the flame flares into power, with a penalty of 1-2 points added for every time the fire is awakened. At first failure the victim is completely lost to the flame, and is no longer in control of the body. He or she is now fully a slave to the unholy fire and - unless a serious high-level exorcism is performed - a permanent tool and extension of the Myraclion ego.



------DESCRIPTION------------------------------------
The Myraclion is a Ghost – the soul of a dead being trapped in the material plane. In a warped body, reflecting its sorry state, it feeds on the life force of the living to energize short periods of materialization. The Myraclion transforms the soul energy of its victims into an unholy flame which upholds its physical body and grants it the power of drainage. The flame of the Myraclion is the source of its existence. When the flame is extinguished, the Myraclion is destroyed.

The back of the creature is flat, like the slimy belly of a slug. It attaches itself to the roofs or misty floors of crypts and catacombs. There it can remain in spectral form, for decades of stillness, to preserve energy. The flame is kept a tiny spark as the Myraclion hopes for new careless victims to move within range. With every fresh kill, new unholy vigor is added to the flame and power of the ghost.

The only way to release a Myraclion from its spiritual entrapment is to starve or kill it. Only silver or magic will cause it harm. Weapons of steel enter the undead flesh of the creature, but cannot touch the reddish fire – its blood. Severed tentacles swiftly grow out anew and the physical body will re-materialize as long as the flame remains.

A Myraclion keeps underground, but when food is scarce the ghost may embark on night-time hunts, to find fresh souls to deplete of energy. On such raids it seeks civilization and easy victims, but may be tempted to attack big, when restored to power. Inns, brothels, and other places of late hour activity have been known to attract undesired attention. Though able to fly, Myraclions always keep a low altitude, fearful of soaring into the immaterial heights. The unholy fire cannot be quenched by rain or water, but the ghosts still avoid it.

No one really knows why some souls end up in the odd and twisted form of the Myraclion. Other ghosts seem to shy away from them. Theories say that extremely self-centered individuals, who thrive on a leach-like exploitation of others, are doomed to this form. When left to themselves at death, they are unable to handle the situation, and throw out spiritual tentacles to connect to some sort of source which can keep them together, prolonging their self-celebration and manifestation.

The Myraclion have lost most of its intelligence and is a highly automated form of hunger and dark rage. It may still moan out its despair and glow with fierce self-proclamation, but the skill to interact intelligibly with the surrounding world is altogether forgotten. Abandoned in the morbid state of undead existence it cares for naught but its own continuation.





© Copyright 2011 - Nicholas Cloister

Friday, March 4, 2011

Two ghosts for the price of one

It is time to call the clerics. The underworld has come alive and flies hither and dither, wreaking havoc in our not exactly perfect, but very orderly societies. - 'Darling, they are in the lawn now! Away, I say! Away from my roses!' Ghosts are great fun until you meet one.

Sorry about those lines of introduction, I have no idea what I'm typing here. Some poltergeist has taken control over my hands and are forcing me to fuc...sorry, write this. There is evil all about and this double freaky presence have made itself known to me. The dreadfully cold revelation produces these words, revealing itself to the world through my damned blog! Please help me! It would have been nice to celebrate 30 creatures some way, but I'm... you... I'm going to pull.... eyes... read... know the impossible truth! Ah.... (dies and presses 'publish' with a final spasm of death)




≡HON´GADDHA≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Deep Seas of Hell
FOOD: None/(Carnivore)
AGGRESSION: Extreme
SIZE: Corresponding human size.
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 5-20
AGILITY: 1-16
ENDURANCE: 6-36
INTELLIGENCE: 3-18
MENTAL RESILIENCE: 3-18
CHARM: 1-6
(If stats of a human ranges from 3 to 18)

SPEED: Flying (eagle x 0,5)
(Multiple is times human speed)

MAGIC POWER: 0-100 (corresponds with power possessed in life)
(Ranges from 0-100)

HIT POINTS: 12-36
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 1
(If Full Plate Armour is 10)

The slimy cold skin of the Hon'Gaddha give little protection, and is equally thick over its twisted body.)


------ATTACKS/DAMAGE---------------------------
4 CLAWS: 1 – 6
2 BITES: 1-4
1 TENTACLE: 2-8 points of electrical damage

(If a Long Sword makes a damage of 1-8)

The tentacle of the Hon'Gaddha is slow, but long enough to encircle assailants and strike from behind.


------POWERS/EFFECT-------------------------------
TOUCH OF HATRED: Strong hate permeates every part of the Hon'Gaddha, and as it claws and touches its victims this deep and cold emotional energy is transmitted to them. A successful saving-throw vs Mental Resilience is required stay unaffected. 1-4 hate-points are acquired when the throw fails. At 10 points a general hatred towards all living things has grown bold, and the victim will attack any and all forms of life indiscriminately as long as the hatred lasts. As the Hon'Gaddha dies or leaves, the blind hatred dissipates in 1-4 rounds and the victim is returned to its normal mood. If a victim is left in the hatred of a Hon'Gaddha, and not consumed or killed, he or she is permanently affected in 24 hours, and made slave to the Hon'Gaddha's twisted will in another 24 hours. When hunted, the ghost may spare the lives of some victims to defend itself in this way, through their power.

DANCE OF SILENCE: The Hon'Gaddha may spin around, in a tornado-like dance, to summon an eerie and physical field of silence around it. The field reaches 50 yards (45 m) in all directions and takes two rounds of undisturbed dancing to complete. It brings a very uncomfortable cold, and adds the sensation of moving in water. All events in the field continue at a normal speed, but the sensation is convincing and may contribute to a change of action. Silence is total and spells based on sound are useless as long as this power lasts, which is 5-20 rounds.


------DESCRIPTION------------------------------------
Some couples, bound to each other by ceremonies and oaths, fail to fulfil the covenant of love they have agreed upon. Instead they nag and annoy each other. They become spiteful and drain the energies from one another. They mentally and physically abuse one another, and in this downward spiral they provoke into manifestation the very worst and most malicious qualities of each other. Finally murder pulls them physically apart.

When both beings of such a couple are dead, they are rejoined post mortem in a marriage of the flesh. In the cold and utter silence of the deep seas of the Hell, they are forever bound together, in a carousel of hatred. With the last glimpse of reconciliation driven out of them, there is no return. Eternally they claw and lash at one another, furiously and violently, in the company of nothing but the other horrible creatures of the watery pits.

Now and then, in the temporary thoughtless conflicts of living couples, the negative energy peaks and summons a Hon'Gaddha ghost into the material plane of existence. Attracted to the living likeness and memory of its former life, the ghost is thus drawn back to an undead existence in the world. Here it will reach out hungrily towards the love left in the living, and try desperately to consume it. By attacking the souls and flesh of beings still alive, it hopes to extract the liberating love that would free it from its dreadful destiny. It can do no such thing, but eternal hatred keeps repeating these futile acts of ignorance, and learns no lessons.

The Hon'Gaddha ghost materializes only during the dark hours of night. In the day it remains present to behold the actions of the living, but cannot interact with them. It is invisible and without power. As night falls the body takes shape and the ghost roams to find loving creatures to destroy. At times it haunts and terrorizes its victims, to make them call out desperately to loved ones, or precious deities, before attacking. It is believed the ghost puts itself in the role of the saviour to somehow try savouring the love of the victims.

In the material undead form the Hon´Gaddha couple is distracted enough from one another to achieve a temporary form of cooperation, but it regularly returns to its furious tornado of hatred, where every ounce of energy is spent on achieving the impossible death of the other. At these moments it wails, screams, and roars. The symphony of these outbursts of aversion is nightmarish and bone-shivering. It can be heard for miles and have a tendency to contaminate long time listeners with its bitterness and spiteful nature.

To wilfully summon and take control of a Hon'Gaddha ghost, the mixed blood of a newly wed couple is needed, together with other, more clandestine ingredients. It is a dangerous and very delicate undertaking. The Ghost is covered in a slippery layer of the waters of Hell. A 30 feet (10 m) long tentacle of electrical energy swims behind it, in constant rebellion with the laws of gravity. Like most ghosts it is immune to all weapons but those of blessed silver, or powerful enchantments. Spells and other powers known to the cursed couple in life, may be invoked by the undead Hon'Gaddha, which will cast only the dark and dreadful spells that reflects its new character and identity.




© Copyright 2011 - Nicholas Cloister