The Strange Bestiary
Half-seen glimpses of people, animals, and anachronistic objects at the ends of hallways and the tops of stairs lead victims to believe that spirits or ghosts haunt the place. When a phantasmic parasite is involved, the image exists purely in the viewer's mind—the psychic construct that serves as the parasite's body has already attached itself to the victim's head, though invisibly.
A phantasmic parasite reaches into a sentient creature's mind, finds someone or something to which the creature has an emotional attachment, and broadcasts an image of it at some distance away from the victim. The parasite feeds on the emotional stress created by the phantasm. The more upset and worried the victim becomes, the more the parasite consumes. Thus, most phantasms appear in some state of distress'weeping, whining, panicked. And when their viewers approach the phantasm, it shrinks away, always pulling back to stay just out of reach.
Motive: Feed on negative emotions
Environment (Psionics or Magic): Anyplace sentient creatures once lived
Health: 12
Damage Inflicted: Moderate wound (4 points)
Movement: Short when flying
Modifications: Deception as level 5.
Combat: Phantasmic parasites pose no danger if they are ignored. Pursuing a phantasm created by a parasite is dangerous. The phantasm is a lure that draws creatures after it. Whenever a victim moves toward the phantasm, she must make a successful Intellect defense roll or take 4 points of Intellect damage (ignores Armor). The phantasm maintains its distance from the victim, moving at the same time so that the victim cannot physically close the distance.
If characters use extraordinary means to visualize the invisible psionic construct of the parasite's true body, which is attached to the victim's head, they can attack it with magic, psychic effects, or other energy attacks. However, when struck, the phantasmic parasite emits a psychic blast out to a long distance. All creatures in the area must succeed on Intellect defense rolls or take 4 points of Intellect damage (ignores Armor). After emitting the blast, the phantasmic parasite flees.
Interaction: A phantasmic parasite causes the phantasm lure to behave as its viewer expects. Phantasms that look like people cannot quite form words but make noises that, from a distance, sound similar to speech. Since the phantasm appears distressed, sobbing and wailing are common.
Use: Phantasmic parasites can draw characters into unexplored areas, helping them find places they may have overlooked or skipped. As well, phantasms often lead pursuers into danger.
GM Intrusion: The phantasmic parasite broadcasts a form that has a strong emotional connection to the character. On a failed Intellect defense roll, the character must use his next action to move toward the phantasm.
GM Intrusion: A character damaged by the phantasmic parasite must use her next action to flee from it in a random direction.
A hotel in Colorado (of Earth) called the Grand Bavarian is afflicted with at least one phantasmic parasite, despite the conflict of laws. Apparently something about the hotel creates enough 'reverse' fictional leakage to provide the parasite with an anchor.