Ghostly Hitcher 4 (12)

Old Gods of Appalachia

There are so many, lost along the edges of the roads, these souls of sorrow and despair. They wander eternal, seeking something. For some, it is to finally arrive home, after being so long lost. For others, it is revenge upon the one who took their lives, whether on purpose or by accident. And for still others, it is to feel something human and alive, if only for the briefest of candle flickers.

Motive: Find their way home; exact revenge upon their (perceived) killers; feel alive again

Environment: Along existing and defunct roads and paths, particularly near bridges, dangerous stretches, and steep embankments

Health: 12

Damage Inflicted: Moderate wound (4 points)

Movement: Short

Modifications: Persuasion as level 5

Combat: Ghostly hitchers don't take damage from mundane physical sources, but they take half damage from spells and attacks that direct energy, and full damage from weapons and items designed to affect spirits, psychic attacks, and similar attacks.

Malevolent ghostly hitchers attack those who, in some way, represent or remind them of their killers. Their touch inflicts 4 points of Intellect damage (ignores Armor).

Even ghostly hitchers who are not malevolent create such a deep feeling of despair and sadness, just by being nearby, that they inflict 1 point of Intellect damage (ignores Armor) each round on everyone who can see them or sense their presence.

Interaction: Sometimes, it's unclear that a ghostly hitcher is anything other than someone needing a ride; it's only later that they show their true nature. Most seek something from those they encounter, and some will reward those who help them, often by showing them the way to a buried cache of cyphers, giving them a helpful warning, or guiding them onto the right path.

Use: The characters are making their way down an old path overgrown with kudzu vines when they realize they're standing on a buried bridge. They see a young woman, asking for help. She is trying to get home and promises to tell the characters something useful about the area in return.

Loot: Ghostly hitchers usually don't carry objects, though some might have a keepsake (like an amulet showing the face of a loved one) or a cypher.

Connection: The ghostly hitcher resembles—or, in fact, is—a friend or family member. The ghostly hitcher is wearing something that one of the characters lost or gave away a long time ago.

GM Intrusion: The ghostly hitcher attempts to possess a character. Characters who fail an Intellect defense roll are possessed until they find a way to push it out (such as succeeding on an Intellect roll or using an ability). While possessed, the character acts just like the ghostly hitcher did when they were alive.